### 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
}
#endif
	
	
	
	
	const VkCommandBuffer *commands_ptr = nullptr;
	uint32_t commands_to_submit = 0;
	if (command_buffer_queue[0] == nullptr) {
		
		if (command_buffer_count > 1) {
			commands_ptr = command_buffer_queue.ptr() + 1;
			commands_to_submit = command_buffer_count - 1;
		}
	} else {
		commands_ptr = command_buffer_queue.ptr();
		commands_to_submit = command_buffer_count;
	}
	VkSemaphore *semaphores_to_acquire = (VkSemaphore *)alloca(windows.size() * sizeof(VkSemaphore));
	VkPipelineStageFlags *pipe_stage_flags = (VkPipelineStageFlags *)alloca(windows.size() * sizeof(VkPipelineStageFlags));
	uint32_t semaphores_to_acquire_count = 0;
	for (KeyValue<int, Window> &E : windows) {
		Window *w = &E.value;
		if (w->semaphore_acquired) {
			semaphores_to_acquire[semaphores_to_acquire_count] = w->image_acquired_semaphores[frame_index];
			pipe_stage_flags[semaphores_to_acquire_count] = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
			semaphores_to_acquire_count++;
		}
	}