### Godot version

4.0.1stable

### System information

Windows 11

### Issue description

I had a project that previously contained multiple folders, scripts, scenes, etc. However, I decided to delete everything except for a MeshInstance3D node and its associated script in order to start something new from that. The MeshInstance3D node has a material_overwrite property set with a shader material that was originally located in one of the folders I deleted carelessly.

Now, whenever I try to save the scene, the previously deleted "shader" folder reappears in the project directory. However, when I try to click on the folder, the entire project freezes before eventually crashing. 

I created a new project and attempted to attach a Shader Material, stored in a folder, to a MeshInstance3D node. I deleted the original folder that contained the shader material, and then saved the scene. The previously deleted folder did not reappear in the project directory, I was unable to reproduce the issue and I believe that the data stored in the scene is responsible for that behaviour. I have my own project folder that make it happen consistently which I'll join.

### Steps to reproduce

Just import the project and once it is opened, press "ctrl + s" to save, that will make a folder named "Shader" appear, if you click on that folder everything will freeze before eventually crashing.

### Minimal reproduction project

[reproduction_project.zip](https://github.com/godotengine/godot/files/11255484/reproduction_project.zip)

String el = p_path.get_extension().to_lower();
	if (el == "gdshader") {
		return "Shader";
	}
	return "";
}
Error ResourceFormatSaverShader::save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags) {
	Ref<Shader> shader = p_resource;
	ERR_FAIL_COND_V(shader.is_null(), ERR_INVALID_PARAMETER);
	String source = shader->get_code();
	Error err;
	Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &err);
	ERR_FAIL_COND_V_MSG(err, err, "Cannot save shader '" + p_path + "'.");
	file->store_string(source);
	if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
		return ERR_CANT_CREATE;
	}
	return OK;
}
void ResourceFormatSaverShader::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const {
	if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
		if (shader->is_text_shader()) {
			p_extensions->push_back("gdshader");
		}
	}
}
bool ResourceFormatSaverShader::recognize(const Ref<Resource> &p_resource) const {
	return p_resource->get_class_name() == "Shader"; 
}