### Godot version

v4.1.beta3.official [ada712e06]

### System information

Godot v4.1.beta3 - Windows 10.0.22621 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 2080 with Max-Q Design (NVIDIA; 31.0.15.3161) - Intel(R) Core(TM) i9-8950HK CPU @ 2.90GHz (12 Threads)

### Issue description

I am using the main renderingdevice to do offscreen drawing to a texture. If I use the same code on a local rendering device created using `RenderingServer.create_local_rendering_device()`, it works fine, but the moment I do anything on the main rendering device (from RenderingServer.get_rendering_device() ), my code will run for one or two frames, then the game quits silently.

I've narrowed it down with a passthrough shader and no actual draw calls - just any call to `draw_list_begin` and `draw_list_end`, and it dies.

If you use single threaded renderingdevice, it works.

I feel like this is a good test of the stability of the vulkan multithreading ( see https://github.com/godotengine/godot-proposals/discussions/7163 ) - if we want to allow multithreaded use of a single renderingdevice, then this should work.

### Steps to reproduce

Hit play on the project below. It will hopefully print out before, inside, after, then silently quit. Does on mine at least, on dev builds and on 4.1b3. If you set rendering to single-threaded (safe or unsafe), then it works happily.



### Minimal reproduction project

[crashtest.zip](https://github.com/godotengine/godot/files/11892220/crashtest.zip)

switch (p_format) {
		case DATA_FORMAT_R4G4_UNORM_PACK8:
			return 1;
		case DATA_FORMAT_R4G4B4A4_UNORM_PACK16:
		case DATA_FORMAT_B4G4R4A4_UNORM_PACK16:
		case DATA_FORMAT_R5G6B5_UNORM_PACK16:
		case DATA_FORMAT_B5G6R5_UNORM_PACK16:
		case DATA_FORMAT_R5G5B5A1_UNORM_PACK16:
		case DATA_FORMAT_B5G5R5A1_UNORM_PACK16:
		case DATA_FORMAT_A1R5G5B5_UNORM_PACK16:
			return 2;
		case DATA_FORMAT_R8_UNORM:
		case DATA_FORMAT_R8_SNORM:
		case DATA_FORMAT_R8_USCALED:
		case DATA_FORMAT_R8_SSCALED:
		case DATA_FORMAT_R8_UINT:
		case DATA_FORMAT_R8_SINT:
		case DATA_FORMAT_R8_SRGB:
			return 1;
		case DATA_FORMAT_R8G8_UNORM:
		case DATA_FORMAT_R8G8_SNORM: