### 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
for (uint32_t j = 0; j < device_queue_family_count; j++) {
				VkBool32 supports;
				vkGetPhysicalDeviceSurfaceSupportKHR(physical_devices[i], j, p_surface, &supports);
				if (supports && ((device_queue_props[j].queueFlags & VK_QUEUE_GRAPHICS_BIT) != 0)) {
					present_supported = true;
				} else {
					continue;
				}
			}
			String name = props.deviceName;
			String vendor = "Unknown";
			String dev_type;
			switch (props.deviceType) {
				case VkPhysicalDeviceType::VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU: {
					dev_type = "Discrete";
				} break;
				case VkPhysicalDeviceType::VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU: {
					dev_type = "Integrated";
				} break;
				case VkPhysicalDeviceType::VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU: {
					dev_type = "Virtual";
				} break;
				case VkPhysicalDeviceType::VK_PHYSICAL_DEVICE_TYPE_CPU: {
					dev_type = "CPU";
				} break;
				default: {
					dev_type = "Other";
				} break;
			}
			uint32_t vendor_idx = 0;