### Godot version

508a5bf16ea50552c56539da4c96ea13fdf8853e

### System information

Windows 10, Intel i9-11900K

### Issue description

Godot runs fine in the Editor but any test run of a (3D) scene freezes the window up.
Even a test scene with just a single Node3D freezes.

All the test project runs fine with slightly older versions of master / Godot 4.1.

There are no errors but after bisecting it the problem points at changes from pr https://github.com/godotengine/godot/pull/76945 so properly some kind of thread deadlock.

![bisect_result](https://github.com/godotengine/godot/assets/52464204/85442c3c-7df2-43ca-85ef-e555055eec3d)

_edit_

Seems to be caused by ProjectSettings `threading/worker_pool/max_threads` set to 0 and `shader_compiler/shader_cache/enabled`=false

### Steps to reproduce

set ProjectSettings `threading/worker_pool/max_threads` to 0 and `shader_compiler/shader_cache/enabled`=false and testrun a scene from the Editor.

### Minimal reproduction project

[WorkerThreadPoolIssue.zip](https://github.com/godotengine/godot/files/11489032/WorkerThreadPoolIssue.zip)
task_mutex.lock();
	Task **taskp = tasks.getptr(p_task_id);
	if (!taskp) {
		task_mutex.unlock();
		ERR_FAIL_V_MSG(ERR_INVALID_PARAMETER, "Invalid Task ID"); 
	}
	Task *task = *taskp;
	if (!task->completed) {
		if (!use_native_low_priority_threads && task->pool_thread_index != -1) { 
			int caller_pool_th_index = thread_ids.has(Thread::get_caller_id()) ? thread_ids[Thread::get_caller_id()] : -1;
			if (caller_pool_th_index == task->pool_thread_index) {
				
				
				
				
				
				
				task_mutex.unlock();
				return ERR_BUSY;
			}
		}
		task->waiting++;
		bool is_low_prio_waiting_for_another = false;