### Godot version

4.1.beta3, 4.0.3.stable

### System information

Godot v4.1.beta3 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Ti (NVIDIA; 31.0.15.3598) - Intel(R) Core(TM) i5-8600K CPU @ 3.60GHz (6 Threads)

### Issue description

The game crashes on a Windows export without "Export with Debug" when I use VideoStreamPlayer node as a background in my scene.

I have created 2 simple scenes with VideoStreamPlayer and a button in each to switch between them. When I run the game in the editor, it works fine, when I export it with debug it works fine. As soon as I untick "Export with Debug" the game crashes randomly, sometimes after a few button clicks(changing scenes), sometimes on the first click... The console gives no errors whatsoever...

Tried to do it in both: Godot 4.0.3 and 4.1 beta3, the result is the same. 

I have also recreated this in Godot 3.5.2, the exported game without "Export with Debug" works fine, without crashes at all.

I have spent 4-5 hours yesterday searching internet and trying to fix it, but I couldn't. Tried different ffmpeg builds to convert the video, tried different video framerates, with audio and without audio... Looks like it's a Godot 4 issue.

### Steps to reproduce

1 - create a scene, add VideoStreamPlayer node, assign your video to it.
2 - create another scene with a VideoStreamPlayer node and assign your video to it.
3 - create buttons on each scene to switch between them.
4 - export your project for windows without "Export with Debug"
5 - play the game, after switching the scenes a couple of time, the game will crash.

### Minimal reproduction project

[Crash_Test_3.zip](https://github.com/godotengine/godot/files/11893147/Crash_Test_3.zip)

bool operator<(const UGCall &p_with) const { return group == p_with.group ? call < p_with.call : group < p_with.group; }
	};
	
	bool processing = false;
	int nodes_removed_on_group_call_lock = 0;
	HashSet<Node *> nodes_removed_on_group_call; 
	List<ObjectID> delete_queue;
	HashMap<UGCall, Vector<Variant>, UGCall> unique_group_calls;
	bool ugc_locked = false;
	void _flush_ugc();
	_FORCE_INLINE_ void _update_group_order(Group &g);
	TypedArray<Node> _get_nodes_in_group(const StringName &p_group);
	Node *current_scene = nullptr;
	Color debug_collisions_color;
	Color debug_collision_contact_color;
	Color debug_paths_color;
	float debug_paths_width = 1.0f;
	Ref<ArrayMesh> debug_contact_mesh;
	Ref<Material> debug_paths_material;
	Ref<Material> collision_material;
	int collision_debug_contacts;
	void _change_scene(Node *p_to);
	List<Ref<SceneTreeTimer>> timers;
	List<Ref<Tween>> tweens;
	
	Ref<MultiplayerAPI> multiplayer;
	HashMap<NodePath, Ref<MultiplayerAPI>> custom_multiplayers;
	bool multiplayer_poll = true;