### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Windows 11, AMD Ryzen 5 3500U with Radeon Vega Mobile Gfx     2.10 GHz

### Issue description

  The editor crashes when it is minimised if it isn't the foreground window, eg. via Windows key + M.  This didn't occur in 4.0.2, but is now occurring in 4.0.3. I'll just mention that /interface/editor/save_on_focus_loss is false because another issue mentions something like this but with that property set to true.

### Steps to reproduce

N/A

### Minimal reproduction project

N/A
{ 0x5143, "Qualcomm" },
		{ 0x8086, "Intel" },
		{ 0, nullptr },
	};
	int32_t device_index = -1;
	if (vulkan_hooks) {
		if (!vulkan_hooks->get_physical_device(&gpu)) {
			return ERR_CANT_CREATE;
		}
		
		for (uint32_t i = 0; i < gpu_count; ++i) {
			if (physical_devices[i] == gpu) {
				device_index = i;
				break;
			}
		}
	} else {
		
		
		
		int type_selected = -1;
		print_verbose("Vulkan devices:");
		for (uint32_t i = 0; i < gpu_count; ++i) {
			VkPhysicalDeviceProperties props;
			vkGetPhysicalDeviceProperties(physical_devices[i], &props);
			bool present_supported = false;
			uint32_t device_queue_family_count = 0;
			vkGetPhysicalDeviceQueueFamilyProperties(physical_devices[i], &device_queue_family_count, nullptr);
			VkQueueFamilyProperties *device_queue_props = (VkQueueFamilyProperties *)malloc(device_queue_family_count * sizeof(VkQueueFamilyProperties));
			vkGetPhysicalDeviceQueueFamilyProperties(physical_devices[i], &device_queue_family_count, device_queue_props);