### 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
uint32_t gpu_count = 0;
	VkResult err = vkEnumeratePhysicalDevices(inst, &gpu_count, nullptr);
	ERR_FAIL_COND_V(err, ERR_CANT_CREATE);
	ERR_FAIL_COND_V_MSG(gpu_count == 0, ERR_CANT_CREATE,
			"vkEnumeratePhysicalDevices reported zero accessible devices.\n\n"
			"Do you have a compatible Vulkan installable client driver (ICD) installed?\n"
			"vkEnumeratePhysicalDevices Failure");
	VkPhysicalDevice *physical_devices = (VkPhysicalDevice *)malloc(sizeof(VkPhysicalDevice) * gpu_count);
	err = vkEnumeratePhysicalDevices(inst, &gpu_count, physical_devices);
	if (err) {
		free(physical_devices);
		ERR_FAIL_V(ERR_CANT_CREATE);
	}
	static const struct {
		uint32_t id;
		const char *name;
	} vendor_names[] = {
		{ 0x1002, "AMD" },
		{ 0x1010, "ImgTec" },
		{ 0x106B, "Apple" },
		{ 0x10DE, "NVIDIA" },
		{ 0x13B5, "ARM" },