### 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
};
				next = &multiview_features;
			}
			VkPhysicalDeviceFeatures2 device_features;
			device_features.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2;
			device_features.pNext = next;
			vkGetPhysicalDeviceFeatures2_func(gpu, &device_features);
			if (device_api_version >= VK_API_VERSION_1_2) {
#ifdef MACOS_ENABLED
				ERR_FAIL_COND_V_MSG(!device_features_vk12.shaderSampledImageArrayNonUniformIndexing, ERR_CANT_CREATE, "Your GPU doesn't support shaderSampledImageArrayNonUniformIndexing which is required to use the Vulkan-based renderers in Godot.");
#endif
				if (is_device_extension_enabled(VK_KHR_SHADER_FLOAT16_INT8_EXTENSION_NAME)) {
					shader_capabilities.shader_float16_is_supported = device_features_vk12.shaderFloat16;
					shader_capabilities.shader_int8_is_supported = device_features_vk12.shaderInt8;
				}
			} else {
				if (is_device_extension_enabled(VK_KHR_SHADER_FLOAT16_INT8_EXTENSION_NAME)) {
					shader_capabilities.shader_float16_is_supported = shader_features.shaderFloat16;
					shader_capabilities.shader_int8_is_supported = shader_features.shaderInt8;
				}
			}
			if (is_device_extension_enabled(VK_KHR_FRAGMENT_SHADING_RATE_EXTENSION_NAME)) {
				vrs_capabilities.pipeline_vrs_supported = vrs_features.pipelineFragmentShadingRate;
				vrs_capabilities.primitive_vrs_supported = vrs_features.primitiveFragmentShadingRate;
				vrs_capabilities.attachment_vrs_supported = vrs_features.attachmentFragmentShadingRate;
			}
			if (is_device_extension_enabled(VK_KHR_MULTIVIEW_EXTENSION_NAME)) {
				multiview_capabilities.is_supported = multiview_features.multiview;
				multiview_capabilities.geometry_shader_is_supported = multiview_features.multiviewGeometryShader;
				multiview_capabilities.tessellation_shader_is_supported = multiview_features.multiviewTessellationShader;