### Godot version

master CI builds

### System information

Linux / Editor with doubles and GCC sanitizers

### Issue description

The `Linux / Editor with doubles and GCC sanitizers` build can fail with a `attempting free on address which was not malloc()-ed` crash in the `Open and close editor (Vulkan)` step.

https://github.com/godotengine/godot/actions/runs/5366302204/jobs/9735786296#step:15:138
https://github.com/godotengine/godot/actions/runs/5389199469/jobs/9783070708?pr=78740#step:15:138

The failure doesn't seem related to either PR (in fact one of them is just a docs change). I have only seen this issue these two times, still probably worth looking into.

### Steps to reproduce

Open and close https://github.com/godotengine/regression-test-project/archive/4.0.zip using the Vulkan renderer.

### Minimal reproduction project

https://github.com/godotengine/regression-test-project/archive/4.0.zip
}
		render_pass_multiview_create_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_MULTIVIEW_CREATE_INFO;
		render_pass_multiview_create_info.pNext = nullptr;
		render_pass_multiview_create_info.subpassCount = subpasses.size();
		render_pass_multiview_create_info.pViewMasks = view_masks.ptr();
		render_pass_multiview_create_info.dependencyCount = 0;
		render_pass_multiview_create_info.pViewOffsets = nullptr;
		render_pass_multiview_create_info.correlationMaskCount = 1;
		render_pass_multiview_create_info.pCorrelationMasks = &correlation_mask;
		render_pass_create_info.pNext = &render_pass_multiview_create_info;
	}
	VkRenderPass render_pass;
	VkResult res = context->vkCreateRenderPass2KHR(device, &render_pass_create_info, nullptr, &render_pass);
	ERR_FAIL_COND_V_MSG(res, VK_NULL_HANDLE, "vkCreateRenderPass2KHR failed with error " + itos(res) + ".");
	return render_pass;
}
RenderingDevice::FramebufferFormatID RenderingDeviceVulkan::framebuffer_format_create(const Vector<AttachmentFormat> &p_format, uint32_t p_view_count) {
	FramebufferPass pass;
	for (int i = 0; i < p_format.size(); i++) {
		if (p_format[i].usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
			pass.depth_attachment = i;
		} else {
			pass.color_attachments.push_back(i);
		}
	}
	Vector<FramebufferPass> passes;
	passes.push_back(pass);
	return framebuffer_format_create_multipass(p_format, passes, p_view_count);
}
RenderingDevice::FramebufferFormatID RenderingDeviceVulkan::framebuffer_format_create_multipass(const Vector<AttachmentFormat> &p_attachments, const Vector<FramebufferPass> &p_passes, uint32_t p_view_count) {