### Godot version

4.0.3.stable

### System information

Windows 10/11

### Issue description

I want the player's cursor to change when highlighting pickable Area2Ds; to do this, I have the areas modify the `mouse_default_cursor_shape` property on an external Control when the mouse enters or exits. If another Control appears in front of the Area2D while the mouse is over it, there is a chance that the project will crash.

Nothing prints to the IDE's output on this crash. If running the editor with console, then
```
ERROR: Condition "slot >= slot_max" is true. Returning: nullptr
   at: get_instance (./core/object/object.h:972)
```
will sometimes appear alongside the crash. If it appears, it always appears twice.

When I run a debug build of the editor through WinDbg, WinDbg will catch the following exception:
```
(3b58.2aac): Access violation - code c0000005 (!!! second chance !!!)
godot_windows_editor_x86_64!ObjectDB::get_instance [inlined in godot_windows_editor_x86_64!Viewport::_cleanup_mouseover_colliders+0x6f]:
00007ff6`ac254a1f 488b5310        mov     rdx,qword ptr [rbx+10h] ds:cccccccc`c31c419b=????????????????
```
When using this method, the exception is not random; it always occurs on the first attempt.

### Steps to reproduce

- Open the minimal reproduction project in the editor.
- Run the project.
- Click on the Area2D (you'll want visible collision shapes on).
- A full-screen button will pop up. If the game does not crash at this point, clicking the button will hide it so you can try again. It should crash within a few seconds of mashing.

### Minimal reproduction project

[Crash Test.zip](https://github.com/godotengine/godot/files/12027772/Crash.Test.zip)

BIND_ENUM_CONSTANT(SDF_OVERSIZE_MAX);
	BIND_ENUM_CONSTANT(SDF_SCALE_100_PERCENT);
	BIND_ENUM_CONSTANT(SDF_SCALE_50_PERCENT);
	BIND_ENUM_CONSTANT(SDF_SCALE_25_PERCENT);
	BIND_ENUM_CONSTANT(SDF_SCALE_MAX);
	BIND_ENUM_CONSTANT(VRS_DISABLED);
	BIND_ENUM_CONSTANT(VRS_TEXTURE);
	BIND_ENUM_CONSTANT(VRS_XR);
	BIND_ENUM_CONSTANT(VRS_MAX);
}
void Viewport::_validate_property(PropertyInfo &p_property) const {
	if (vrs_mode != VRS_TEXTURE && (p_property.name == "vrs_texture")) {
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
}
Viewport::Viewport() {
	world_2d = Ref<World2D>(memnew(World2D));
	world_2d->register_viewport(this);
	viewport = RenderingServer::get_singleton()->viewport_create();
	texture_rid = RenderingServer::get_singleton()->viewport_get_texture(viewport);
	default_texture.instantiate();
	default_texture->vp = const_cast<Viewport *>(this);
	viewport_textures.insert(default_texture.ptr());
	default_texture->proxy = RS::get_singleton()->texture_proxy_create(texture_rid);
	canvas_layers.insert(nullptr); // This eases picking code (interpreted as the canvas of the Viewport).
	set_positional_shadow_atlas_size(positional_shadow_atlas_size);
	for (int i = 0; i < 4; i++) {
		positional_shadow_atlas_quadrant_subdiv[i] = SHADOW_ATLAS_QUADRANT_SUBDIV_MAX;
	}
	set_positional_shadow_atlas_quadrant_subdiv(0, SHADOW_ATLAS_QUADRANT_SUBDIV_4);