### Godot version

4.1.beta3, 4.0.3.stable

### System information

Godot v4.1.beta3 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Ti (NVIDIA; 31.0.15.3598) - Intel(R) Core(TM) i5-8600K CPU @ 3.60GHz (6 Threads)

### Issue description

The game crashes on a Windows export without "Export with Debug" when I use VideoStreamPlayer node as a background in my scene.

I have created 2 simple scenes with VideoStreamPlayer and a button in each to switch between them. When I run the game in the editor, it works fine, when I export it with debug it works fine. As soon as I untick "Export with Debug" the game crashes randomly, sometimes after a few button clicks(changing scenes), sometimes on the first click... The console gives no errors whatsoever...

Tried to do it in both: Godot 4.0.3 and 4.1 beta3, the result is the same. 

I have also recreated this in Godot 3.5.2, the exported game without "Export with Debug" works fine, without crashes at all.

I have spent 4-5 hours yesterday searching internet and trying to fix it, but I couldn't. Tried different ffmpeg builds to convert the video, tried different video framerates, with audio and without audio... Looks like it's a Godot 4 issue.

### Steps to reproduce

1 - create a scene, add VideoStreamPlayer node, assign your video to it.
2 - create another scene with a VideoStreamPlayer node and assign your video to it.
3 - create buttons on each scene to switch between them.
4 - export your project for windows without "Export with Debug"
5 - play the game, after switching the scenes a couple of time, the game will crash.

### Minimal reproduction project

[Crash_Test_3.zip](https://github.com/godotengine/godot/files/11893147/Crash_Test_3.zip)

_THREAD_SAFE_METHOD_
	if (debug_contact_mesh.is_valid()) {
		return debug_contact_mesh;
	}
	debug_contact_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
	Ref<StandardMaterial3D> mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
	mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
	mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
	mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
	mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
	mat->set_albedo(get_debug_collision_contact_color());
	Vector3 diamond[6] = {
		Vector3(-1, 0, 0),
		Vector3(1, 0, 0),
		Vector3(0, -1, 0),
		Vector3(0, 1, 0),
		Vector3(0, 0, -1),
		Vector3(0, 0, 1)
	};
	
	int diamond_faces[8 * 3] = {
		0, 2, 4,
		0, 3, 4,
		1, 2, 4,
		1, 3, 4,
		0, 2, 5,
		0, 3, 5,
		1, 2, 5,
		1, 3, 5,
	};