### 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
return VK_FALSE;
	}
	
	if (strstr(pCallbackData->pMessage, "Invalid SPIR-V binary version 1.3") != nullptr) {
		return VK_FALSE;
	}
	
	if (strstr(pCallbackData->pMessage, "Shader requires flag") != nullptr) {
		return VK_FALSE;
	}
	
	if (strstr(pCallbackData->pMessage, "SPIR-V module not valid: Pointer operand") != nullptr &&
			strstr(pCallbackData->pMessage, "must be a memory object") != nullptr) {
		return VK_FALSE;
	}
	if (pCallbackData->pMessageIdName && strstr(pCallbackData->pMessageIdName, "UNASSIGNED-CoreValidation-DrawState-ClearCmdBeforeDraw") != nullptr) {
		return VK_FALSE;
	}
	String type_string;
	switch (messageType) {
		case (VK_DEBUG_UTILS_MESSAGE_TYPE_GENERAL_BIT_EXT):
			type_string = "GENERAL";
			break;
		case (VK_DEBUG_UTILS_MESSAGE_TYPE_VALIDATION_BIT_EXT):
			type_string = "VALIDATION";
			break;
		case (VK_DEBUG_UTILS_MESSAGE_TYPE_PERFORMANCE_BIT_EXT):
			type_string = "PERFORMANCE";
			break;
		case (VK_DEBUG_UTILS_MESSAGE_TYPE_VALIDATION_BIT_EXT & VK_DEBUG_UTILS_MESSAGE_TYPE_PERFORMANCE_BIT_EXT):