### 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
VkResult err;
	if (window->swapchain) {
		_clean_up_swap_chain(window);
	}
	
	VkSurfaceCapabilitiesKHR surfCapabilities;
	err = fpGetPhysicalDeviceSurfaceCapabilitiesKHR(gpu, window->surface, &surfCapabilities);
	ERR_FAIL_COND_V(err, ERR_CANT_CREATE);
	uint32_t presentModeCount;
	err = fpGetPhysicalDeviceSurfacePresentModesKHR(gpu, window->surface, &presentModeCount, nullptr);
	ERR_FAIL_COND_V(err, ERR_CANT_CREATE);
	VkPresentModeKHR *presentModes = (VkPresentModeKHR *)malloc(presentModeCount * sizeof(VkPresentModeKHR));
	ERR_FAIL_COND_V(!presentModes, ERR_CANT_CREATE);
	err = fpGetPhysicalDeviceSurfacePresentModesKHR(gpu, window->surface, &presentModeCount, presentModes);
	if (err) {
		free(presentModes);
		ERR_FAIL_V(ERR_CANT_CREATE);
	}
	VkExtent2D swapchainExtent = _compute_swapchain_extent(surfCapabilities, &window->width, &window->height);
	if (window->width == 0 || window->height == 0) {
		free(presentModes);
		
		return OK;
	}