### Godot version

v4.1.rc2.mono.official [46424488e]

### System information

Windows 11 - v4.1.rc2 - Vulkan

### Issue description

I tried to move a RichTextLabel into a CenterContainer node and the editor crashed.

It seems the latest working version was **v4.1.beta2.mono.official [a2575cba4]**
I have a crash with all the snapshots that came after that one.

`ERROR: Failed method: CanvasItem::_redraw_callback. Message queue out of memory. Message queue out of memory. Try increasing 'memory.
   at: push_callablep (core/object/message_queue.cpp:96)
ERROR: Failed method: CanvasItem::_redraw_callback. Message queue out of memory. Message queue out of memory. Try increasing 'memory.
   at: push_callablep (core/object/message_queue.cpp:96)
ERROR: Failed method: CanvasItem::_redraw_callback. Message queue out of memory. Message queue out of memory. Try increasing 'memory.
   at: push_callablep (core/object/message_queue.cpp:96)
ERROR: Failed method: CanvasItem::_redraw_callback. Message queue out of memory. Message queue out of memory. Try increasing 'memory.
   at: push_callablep (core/object/message_queue.cpp:96)
ERROR: Failed method: EditorToaster::_error_handler_impl. Message queue out of memory. Message queue out of memory. Try increasing '.
   at: push_callablep (core/object/message_queue.cpp:96)
ERROR: Failed method: EditorToaster::_error_handler_impl. Message queue out of memory. Message queue out of memory. Try increasing '.`

### Steps to reproduce

- Open the project and the main scene
- Move the RichTextLabel into the CenterContainer
- Editor should crash 

### Minimal reproduction project

[bug-ui.zip](https://github.com/godotengine/godot/files/11926495/bug-ui.zip)

Ref<CharFXTransform> charfx = item_custom->char_fx_transform;
					Ref<RichTextEffect> custom_effect = item_custom->custom_effect;
					if (!custom_effect.is_null()) {
						charfx->elapsed_time = item_custom->elapsed_time;
						charfx->range = Vector2i(l.char_offset + glyphs[i].start, l.char_offset + glyphs[i].end);
						charfx->relative_index = l.char_offset + glyphs[i].start - item_fx->char_ofs;
						charfx->visibility = txt_visible;
						charfx->outline = false;
						charfx->font = frid;
						charfx->glyph_index = gl;
						charfx->glyph_flags = gl_fl;
						charfx->glyph_count = gl_cn;
						charfx->offset = fx_offset;
						charfx->color = font_color;
						bool effect_status = custom_effect->_process_effect_impl(charfx);
						custom_fx_ok = effect_status;
						fx_offset += charfx->offset;
						font_color = charfx->color;
						frid = charfx->font;
						gl = charfx->glyph_index;
						txt_visible &= charfx->visibility;
					}
				} else if (item_fx->type == ITEM_SHAKE) {
					ItemShake *item_shake = static_cast<ItemShake *>(item_fx);
					if (!cn) {
						uint64_t char_current_rand = item_shake->offset_random(glyphs[i].start);
						uint64_t char_previous_rand = item_shake->offset_previous_random(glyphs[i].start);
						uint64_t max_rand = 2147483647;
						double current_offset = Math::remap(char_current_rand % max_rand, 0, max_rand, 0.0f, 2.f * (float)Math_PI);
						double previous_offset = Math::remap(char_previous_rand % max_rand, 0, max_rand, 0.0f, 2.f * (float)Math_PI);