### Godot version

4.0 master commit: 8367152723ebb96b1c799a9c6c9ac1d85178f80a

### System information
```
           `-/osyhddddhyso/-`              angle@Sager 
        .+yddddddddddddddddddy+.           ----------- 
      :yddddddddddddddddddddddddy:         OS: Xubuntu 23.04 x86_64 
    -yddddddddddddddddddddhdddddddy-       Kernel: 6.2.0-26-generic 
   odddddddddddyshdddddddh`dddd+ydddo      Uptime: 2 hours, 14 mins 
 `yddddddhshdd-   ydddddd+`ddh.:dddddy`    Packages: 5713 (dpkg), 11 (brew), 21 
 sddddddy   /d.   :dddddd-:dy`-ddddddds    Shell: bash 5.2.15 
:ddddddds    /+   .dddddd`yy`:ddddddddd:   Resolution: 1920x1080 
sdddddddd`    .    .-:/+ssdyodddddddddds   DE: Xfce 4.18 
ddddddddy                  `:ohddddddddd   WM: Xfwm4 
dddddddd.                      +dddddddd   WM Theme: Default 
sddddddy                        ydddddds   Theme: Greybird [GTK2/3] 
:dddddd+                      .oddddddd:   Icons: elementary-xfce-darker [GTK2/ 
 sdddddo                   ./ydddddddds    Terminal: xfce4-terminal 
 `yddddd.              `:ohddddddddddy`    Terminal Font: Monospace 12 
   oddddh/`      `.:+shdddddddddddddo      CPU: Intel i5-6500 (4) @ 3.600GHz 
    -ydddddhyssyhdddddddddddddddddy-       GPU: NVIDIA GeForce GTX 1050 Ti 
      :yddddddddddddddddddddddddy:         Memory: 6966MiB / 23975MiB 
        .+yddddddddddddddddddy+.
           `-/osyhddddhyso/-`                                      
```


### Issue description

When I compile the latest version of Godot Engine, and then try to run it and open a 4.1 project, or even create a new project, it crashes silently, usually without any kind of error message. I've been having this problem for almost a week now, and it has persisted across me pulling master and recompiling several times. Only once did I manage to get any kind of error message:

```
Godot Engine v4.2.dev.custom_build.29c21e020 - https://godotengine.org
OpenGL API 3.3.0 NVIDIA 525.125.06 - Compatibility - Using Device: NVIDIA - NVIDIA GeForce GTX 1050 Ti
 
Project is missing: /home/angle/Documents/Programming/GodotEngine/Projects/4.0/Advanced Movement System Godot (AMSG) Template/project.godot
Editing project: /home/angle/Documents/Programming/GodotEngine/Projects/4.0/Omnicraft
Godot Engine v4.2.dev.custom_build.29c21e020 - https://godotengine.org
Vulkan API 1.3.224 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1050 Ti
WARNING: Invalid pipelines cache header.
     at: _load_pipeline_cache (drivers/vulkan/rendering_device_vulkan.cpp:9071)
```

### Steps to reproduce

Compile the latest version of Godot from the master branch on a linux machine and then run it and try to create a new project.

### Minimal reproduction project

N/A
p_compress_mode = COMPRESS_VRAM_UNCOMPRESSED; 
	}
	Ref<Image> image = p_image->duplicate();
	if (p_force_po2_for_compressed && p_mipmaps && ((p_compress_mode == COMPRESS_BASIS_UNIVERSAL) || (p_compress_mode == COMPRESS_VRAM_COMPRESSED))) {
		image->resize_to_po2();
	}
	if (p_mipmaps && (!image->has_mipmaps() || p_force_normal)) {
		image->generate_mipmaps(p_force_normal);
	}
	if (!p_mipmaps) {
		image->clear_mipmaps();
	}
	if (image->has_mipmaps() && p_normal.is_valid()) {
		image->generate_mipmap_roughness(p_roughness_channel, p_normal);
	}
	Image::CompressSource csource = Image::COMPRESS_SOURCE_GENERIC;
	if (p_force_normal) {
		csource = Image::COMPRESS_SOURCE_NORMAL;
	} else if (p_srgb_friendly) {
		csource = Image::COMPRESS_SOURCE_SRGB;
	}
	Image::UsedChannels used_channels = image->detect_used_channels(csource);
	save_to_ctex_format(f, image, p_compress_mode, used_channels, p_vram_compression, p_lossy_quality);
}
void ResourceImporterTexture::_save_editor_meta(const Dictionary &p_metadata, const String &p_to_path) {
	Ref<FileAccess> f = FileAccess::open(p_to_path, FileAccess::WRITE);
	ERR_FAIL_COND(f.is_null());
	f->store_var(p_metadata);
}
Dictionary ResourceImporterTexture::_load_editor_meta(const String &p_path) const {