### 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
if (vrs_capabilities.attachment_vrs_supported) {
				vrsProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_PROPERTIES_KHR;
				vrsProperties.pNext = nextptr;
				nextptr = &vrsProperties;
			}
			physicalDeviceProperties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2;
			physicalDeviceProperties.pNext = nextptr;
			device_properties_func(gpu, &physicalDeviceProperties);
			subgroup_capabilities.size = subgroupProperties.subgroupSize;
			subgroup_capabilities.supportedStages = subgroupProperties.supportedStages;
			subgroup_capabilities.supportedOperations = subgroupProperties.supportedOperations;
			
			
			
			subgroup_capabilities.quadOperationsInAllStages = subgroupProperties.quadOperationsInAllStages;
			if (vrs_capabilities.pipeline_vrs_supported || vrs_capabilities.primitive_vrs_supported || vrs_capabilities.attachment_vrs_supported) {
				print_verbose("- Vulkan Variable Rate Shading supported:");
				if (vrs_capabilities.pipeline_vrs_supported) {
					print_verbose("  Pipeline fragment shading rate");
				}
				if (vrs_capabilities.primitive_vrs_supported) {
					print_verbose("  Primitive fragment shading rate");
				}
				if (vrs_capabilities.attachment_vrs_supported) {
					
					vrs_capabilities.min_texel_size.x = vrsProperties.minFragmentShadingRateAttachmentTexelSize.width;
					vrs_capabilities.min_texel_size.y = vrsProperties.minFragmentShadingRateAttachmentTexelSize.height;
					vrs_capabilities.max_texel_size.x = vrsProperties.maxFragmentShadingRateAttachmentTexelSize.width;
					vrs_capabilities.max_texel_size.y = vrsProperties.maxFragmentShadingRateAttachmentTexelSize.height;