### 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
submit_info.waitSemaphoreCount = 0;
		submit_info.pWaitSemaphores = nullptr;
		submit_info.commandBufferCount = 1;
		submit_info.pCommandBuffers = command_buffer_queue.ptr();
		submit_info.signalSemaphoreCount = pending_flushable ? 1 : 0;
		submit_info.pSignalSemaphores = pending_flushable ? &draw_complete_semaphores[frame_index] : nullptr;
		VkResult err = vkQueueSubmit(graphics_queue, 1, &submit_info, VK_NULL_HANDLE);
		command_buffer_queue.write[0] = nullptr;
		ERR_FAIL_COND(err);
	}
	if (pending_flushable) {
		
		VkSubmitInfo submit_info;
		submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
		submit_info.pNext = nullptr;
		VkPipelineStageFlags wait_stage_mask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
		submit_info.pWaitDstStageMask = setup_flushable ? &wait_stage_mask : nullptr;
		submit_info.waitSemaphoreCount = setup_flushable ? 1 : 0;
		submit_info.pWaitSemaphores = setup_flushable ? &draw_complete_semaphores[frame_index] : nullptr;
		submit_info.commandBufferCount = command_buffer_count - 1;
		submit_info.pCommandBuffers = command_buffer_queue.ptr() + 1;
		submit_info.signalSemaphoreCount = 0;
		submit_info.pSignalSemaphores = nullptr;
		VkResult err = vkQueueSubmit(graphics_queue, 1, &submit_info, VK_NULL_HANDLE);
		command_buffer_count = 1;
		ERR_FAIL_COND(err);
	}
	vkDeviceWaitIdle(device);
}
Error VulkanContext::prepare_buffers() {