### Godot version

master CI builds

### System information

Linux / Editor with doubles and GCC sanitizers

### Issue description

The `Linux / Editor with doubles and GCC sanitizers` build can fail with a `attempting free on address which was not malloc()-ed` crash in the `Open and close editor (Vulkan)` step.

https://github.com/godotengine/godot/actions/runs/5366302204/jobs/9735786296#step:15:138
https://github.com/godotengine/godot/actions/runs/5389199469/jobs/9783070708?pr=78740#step:15:138

The failure doesn't seem related to either PR (in fact one of them is just a docs change). I have only seen this issue these two times, still probably worth looking into.

### Steps to reproduce

Open and close https://github.com/godotengine/regression-test-project/archive/4.0.zip using the Vulkan renderer.

### Minimal reproduction project

https://github.com/godotengine/regression-test-project/archive/4.0.zip
uint32_t barrier_flags = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
	uint32_t access_flags = VK_ACCESS_SHADER_READ_BIT;
	_compute_list_add_barrier(BARRIER_MASK_COMPUTE, barrier_flags, access_flags);
}
void RenderingDeviceVulkan::_compute_list_add_barrier(BitField<BarrierMask> p_post_barrier, uint32_t p_barrier_flags, uint32_t p_access_flags) {
	ERR_FAIL_COND(!compute_list);
	VkImageMemoryBarrier *image_barriers = nullptr;
	uint32_t image_barrier_count = compute_list->state.textures_to_sampled_layout.size();
	if (image_barrier_count) {
		image_barriers = (VkImageMemoryBarrier *)alloca(sizeof(VkImageMemoryBarrier) * image_barrier_count);
	}
	image_barrier_count = 0; 
	for (Texture *E : compute_list->state.textures_to_sampled_layout) {
		if (E->layout != VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL) {
			VkImageMemoryBarrier &image_memory_barrier = image_barriers[image_barrier_count++];
			image_memory_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
			image_memory_barrier.pNext = nullptr;
			image_memory_barrier.srcAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
			image_memory_barrier.dstAccessMask = p_access_flags;
			image_memory_barrier.oldLayout = E->layout;
			image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
			image_memory_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
			image_memory_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;