### 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
while (vendor_names[vendor_idx].name != nullptr) {
				if (props.vendorID == vendor_names[vendor_idx].id) {
					vendor = vendor_names[vendor_idx].name;
					break;
				}
				vendor_idx++;
			}
			free(device_queue_props);
			print_verbose("  #" + itos(i) + ": " + vendor + " " + name + " - " + (present_supported ? "Supported" : "Unsupported") + ", " + dev_type);
			if (present_supported) { 
				switch (props.deviceType) {
					case VkPhysicalDeviceType::VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU: {
						if (type_selected < 4) {
							type_selected = 4;
							device_index = i;
						}
					} break;
					case VkPhysicalDeviceType::VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU: {
						if (type_selected < 3) {
							type_selected = 3;
							device_index = i;
						}
					} break;
					case VkPhysicalDeviceType::VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU: {
						if (type_selected < 2) {
							type_selected = 2;
							device_index = i;
						}
					} break;
					case VkPhysicalDeviceType::VK_PHYSICAL_DEVICE_TYPE_CPU: {