### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Gentoo 2.14 - Vulkan (Compatibility) - AMD Radeon Vega 8 Graphics (raven, LLVM 16.0.6, DRM 3.49, 6.1.41-gentoo-x86_64) () - AMD Ryzen 5 3500U with Radeon Vega Mobile Gfx (8 Threads)

### Issue description

This minimal project crashes when run with the background TextRect visible, but if you toggle its visibility, no crash occurs. Note that this only started when I scaled down the TileMap to half (either by scaling MapCenter or Dungeon).

```================================================================       [0/93533]
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.1.1.stable.official (bd6af8e0ea69167dd0627f3bd54
f9105bda0f8b5)
Dumping the backtrace. Please include this when reporting the bug to the project
 developer.
[1] /lib64/libc.so.6(+0x38790) [0x7fd308df7790] (??:0)
[2] /lib64/libc.so.6(+0x14e237) [0x7fd308f0d237] (??:0)
[3] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x1c66508] (??:0)
[4] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x1c71f1b] (??:0)
[5] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x1c9c1d3] (??:0)
[6] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x1c9ff22] (??:0)
[7] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x4339a9c] (??:0)
[8] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x4342037] (??:0)
[9] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x3dcc902] (??:0)
[10] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0xf16a56] (??:0)
[11] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0xe46444] (??:0)
[12] /lib64/libc.so.6(+0x2364a) [0x7fd308de264a] (??:0)
[13] /lib64/libc.so.6(__libc_start_main+0x85) [0x7fd308de2705] (??:0)
[14] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0xe777ae] (??:0)
-- END OF BACKTRACE --
================================================================
```

### Steps to reproduce

1. Run the attached project to see the crash.
2. Click the "toggle visibility" button beside Background to see no crash.

### Minimal reproduction project

[mrp.zip](https://github.com/godotengine/godot/files/12437395/mrp.zip)

glDeleteTextures(1, &state.shadow_texture);
			glDeleteRenderbuffers(1, &state.shadow_depth_buffer);
			state.shadow_fb = 0;
			state.shadow_texture = 0;
			state.shadow_depth_buffer = 0;
			WARN_PRINT("Could not create CanvasItem shadow atlas, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
		}
		GLES3::Utilities::get_singleton()->texture_allocated_data(state.shadow_texture, state.shadow_texture_size * data.max_lights_per_render * 2 * 4, "2D shadow atlas texture");
		glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
	}
}
void RasterizerCanvasGLES3::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
	GLuint fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target);
	Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target);
	Transform2D to_sdf;
	to_sdf.columns[0] *= rect.size.width;
	to_sdf.columns[1] *= rect.size.height;
	to_sdf.columns[2] = rect.position;
	Transform2D to_clip;
	to_clip.columns[0] *= 2.0;
	to_clip.columns[1] *= 2.0;
	to_clip.columns[2] = -Vector2(1.0, 1.0);
	to_clip = to_clip * to_sdf.affine_inverse();
	glBindFramebuffer(GL_FRAMEBUFFER, fb);
	glViewport(0, 0, rect.size.width, rect.size.height);
	glDepthMask(GL_FALSE);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_BLEND);
	glDisable(GL_CULL_FACE);