### 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
PFN_vkGetPhysicalDeviceFeatures2 vkGetPhysicalDeviceFeatures2_func = (PFN_vkGetPhysicalDeviceFeatures2)vkGetInstanceProcAddr(inst, "vkGetPhysicalDeviceFeatures2");
		if (vkGetPhysicalDeviceFeatures2_func == nullptr) {
			
			vkGetPhysicalDeviceFeatures2_func = (PFN_vkGetPhysicalDeviceFeatures2)vkGetInstanceProcAddr(inst, "vkGetPhysicalDeviceFeatures2KHR");
		}
		if (vkGetPhysicalDeviceFeatures2_func != nullptr) {
			
			void *next = nullptr;
			
			
			
			VkPhysicalDeviceVulkan12Features device_features_vk12 = {};
			VkPhysicalDeviceShaderFloat16Int8FeaturesKHR shader_features = {};
			VkPhysicalDeviceFragmentShadingRateFeaturesKHR vrs_features = {};
			VkPhysicalDevice16BitStorageFeaturesKHR storage_feature = {};
			VkPhysicalDeviceMultiviewFeatures multiview_features = {};
			if (device_api_version >= VK_API_VERSION_1_2) {
				device_features_vk12.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_2_FEATURES;
				device_features_vk12.pNext = next;
				next = &device_features_vk12;
			} else {
				if (is_device_extension_enabled(VK_KHR_SHADER_FLOAT16_INT8_EXTENSION_NAME)) {
					shader_features = {
						 VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_FLOAT16_INT8_FEATURES_KHR,
						 next,
						 false,
						 false,
					};
					next = &shader_features;