### 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
#include "vulkan_context.h"
#include "core/config/engine.h"
#include "core/config/project_settings.h"
#include "core/string/ustring.h"
#include "core/templates/local_vector.h"
#include "core/version.h"
#include "servers/rendering/rendering_device.h"
#include "vk_enum_string_helper.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#define ARRAY_SIZE(a) (sizeof(a) / sizeof(a[0]))
#define APP_SHORT_NAME "GodotEngine"
VulkanHooks *VulkanContext::vulkan_hooks = nullptr;
Vector<VkAttachmentReference> VulkanContext::_convert_VkAttachmentReference2(uint32_t p_count, const VkAttachmentReference2 *p_refs) {
	Vector<VkAttachmentReference> att_refs;
	if (p_refs != nullptr) {
		for (uint32_t i = 0; i < p_count; i++) {
			
			VkAttachmentReference ref = {
				p_refs[i].attachment, 
				p_refs[i].layout 
			};
			att_refs.push_back(ref);
		}
	}
	return att_refs;
}
VkResult VulkanContext::vkCreateRenderPass2KHR(VkDevice p_device, const VkRenderPassCreateInfo2 *p_create_info, const VkAllocationCallbacks *p_allocator, VkRenderPass *p_render_pass) {