### 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
layout_binding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
					layout_binding.descriptorCount = set_ptr[j].length;
				} break;
				case UNIFORM_TYPE_TEXTURE_BUFFER: {
					layout_binding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
					layout_binding.descriptorCount = set_ptr[j].length;
				} break;
				case UNIFORM_TYPE_IMAGE_BUFFER: {
					layout_binding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
				} break;
				case UNIFORM_TYPE_UNIFORM_BUFFER: {
					layout_binding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
				} break;
				case UNIFORM_TYPE_STORAGE_BUFFER: {
					layout_binding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
				} break;
				case UNIFORM_TYPE_INPUT_ATTACHMENT: {
					layout_binding.descriptorType = VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT;
				} break;
				default: {
					ERR_FAIL_V(RID());
				}
			}
			set_bindings.write[i].push_back(layout_binding);
			uniform_info.write[i].push_back(info);
		}
		read_offset += set_size;
	}
	ERR_FAIL_COND_V(read_offset + binary_data.specialization_constants_count * sizeof(RenderingDeviceVulkanShaderBinarySpecializationConstant) >= binsize, RID());
	Vector<Shader::SpecializationConstant> specialization_constants;