### 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
for (const CharString &extension_name : enabled_instance_extension_names) {
		enabled_extension_names[enabled_extension_count++] = extension_name.ptr();
	}
	
	
	
	
	uint32_t application_api_version = instance_api_version == VK_API_VERSION_1_0 ? VK_API_VERSION_1_0 : VK_API_VERSION_1_2;
	CharString cs = GLOBAL_GET("application/config/name").operator String().utf8();
	const VkApplicationInfo app = {
		 VK_STRUCTURE_TYPE_APPLICATION_INFO,
		 nullptr,
		 cs.get_data(),
		 0, 
		 VERSION_NAME,
		 VK_MAKE_VERSION(VERSION_MAJOR, VERSION_MINOR, VERSION_PATCH),
		 application_api_version
	};
	VkInstanceCreateInfo inst_info{};
	inst_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
	inst_info.pApplicationInfo = &app;
	inst_info.enabledExtensionCount = enabled_extension_count;
	inst_info.ppEnabledExtensionNames = (const char *const *)enabled_extension_names;
	if (_use_validation_layers()) {
		_get_preferred_validation_layers(&inst_info.enabledLayerCount, &inst_info.ppEnabledLayerNames);
	}
	/*
	 * This is info for a temp callback to use during CreateInstance.
	 * After the instance is created, we use the instance-based
	 * function to register the final callback.