### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Gentoo 2.14 - Vulkan (Compatibility) - AMD Radeon Vega 8 Graphics (raven, LLVM 16.0.6, DRM 3.49, 6.1.41-gentoo-x86_64) () - AMD Ryzen 5 3500U with Radeon Vega Mobile Gfx (8 Threads)

### Issue description

This minimal project crashes when run with the background TextRect visible, but if you toggle its visibility, no crash occurs. Note that this only started when I scaled down the TileMap to half (either by scaling MapCenter or Dungeon).

```================================================================       [0/93533]
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.1.1.stable.official (bd6af8e0ea69167dd0627f3bd54
f9105bda0f8b5)
Dumping the backtrace. Please include this when reporting the bug to the project
 developer.
[1] /lib64/libc.so.6(+0x38790) [0x7fd308df7790] (??:0)
[2] /lib64/libc.so.6(+0x14e237) [0x7fd308f0d237] (??:0)
[3] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x1c66508] (??:0)
[4] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x1c71f1b] (??:0)
[5] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x1c9c1d3] (??:0)
[6] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x1c9ff22] (??:0)
[7] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x4339a9c] (??:0)
[8] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x4342037] (??:0)
[9] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x3dcc902] (??:0)
[10] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0xf16a56] (??:0)
[11] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0xe46444] (??:0)
[12] /lib64/libc.so.6(+0x2364a) [0x7fd308de264a] (??:0)
[13] /lib64/libc.so.6(__libc_start_main+0x85) [0x7fd308de2705] (??:0)
[14] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0xe777ae] (??:0)
-- END OF BACKTRACE --
================================================================
```

### Steps to reproduce

1. Run the attached project to see the crash.
2. Click the "toggle visibility" button beside Background to see no crash.

### Minimal reproduction project

[mrp.zip](https://github.com/godotengine/godot/files/12437395/mrp.zip)

p_mat4[0] = p_transform.basis.rows[0][0];
	p_mat4[1] = p_transform.basis.rows[1][0];
	p_mat4[2] = p_transform.basis.rows[2][0];
	p_mat4[3] = 0;
	p_mat4[4] = p_transform.basis.rows[0][1];
	p_mat4[5] = p_transform.basis.rows[1][1];
	p_mat4[6] = p_transform.basis.rows[2][1];
	p_mat4[7] = 0;
	p_mat4[8] = p_transform.basis.rows[0][2];
	p_mat4[9] = p_transform.basis.rows[1][2];
	p_mat4[10] = p_transform.basis.rows[2][2];
	p_mat4[11] = 0;
	p_mat4[12] = p_transform.origin.x;
	p_mat4[13] = p_transform.origin.y;
	p_mat4[14] = p_transform.origin.z;
	p_mat4[15] = 1;
}
void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
	GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
	Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
	
	reset_canvas();
	if (state.canvas_instance_data_buffers[state.current_data_buffer_index].fence != GLsync()) {
		GLint syncStatus;
		glGetSynciv(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence, GL_SYNC_STATUS, 1, nullptr, &syncStatus);
		if (syncStatus == GL_UNSIGNALED) {