### 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)

i--;
					pg_count--;
				}
			}
			if (pg_count != process_groups.size()) {
				process_groups.resize(pg_count);
			}
		}
		{
			
			process_groups.sort_custom<ProcessGroupSort>();
		}
		process_groups_dirty = false;
	}
	
	
	
	uint32_t group_count = process_groups.size();
	if (group_count == 0) {
		return;
	}
	process_last_pass++; 
	uint32_t from = 0;
	uint32_t process_count = 0;
	nodes_removed_on_group_call_lock++;
	int current_order = process_groups[0]->owner ? process_groups[0]->owner->data.process_thread_group_order : 0;
	bool current_threaded = process_groups[0]->owner ? process_groups[0]->owner->data.process_thread_group == Node::PROCESS_THREAD_GROUP_SUB_THREAD : false;
	for (uint32_t i = 0; i <= group_count; i++) {
		int order = i < group_count && process_groups[i]->owner ? process_groups[i]->owner->data.process_thread_group_order : 0;