### Godot version

4.1.beta3, 4.0.3.stable

### System information

Godot v4.1.beta3 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Ti (NVIDIA; 31.0.15.3598) - Intel(R) Core(TM) i5-8600K CPU @ 3.60GHz (6 Threads)

### Issue description

The game crashes on a Windows export without "Export with Debug" when I use VideoStreamPlayer node as a background in my scene.

I have created 2 simple scenes with VideoStreamPlayer and a button in each to switch between them. When I run the game in the editor, it works fine, when I export it with debug it works fine. As soon as I untick "Export with Debug" the game crashes randomly, sometimes after a few button clicks(changing scenes), sometimes on the first click... The console gives no errors whatsoever...

Tried to do it in both: Godot 4.0.3 and 4.1 beta3, the result is the same. 

I have also recreated this in Godot 3.5.2, the exported game without "Export with Debug" works fine, without crashes at all.

I have spent 4-5 hours yesterday searching internet and trying to fix it, but I couldn't. Tried different ffmpeg builds to convert the video, tried different video framerates, with audio and without audio... Looks like it's a Godot 4 issue.

### Steps to reproduce

1 - create a scene, add VideoStreamPlayer node, assign your video to it.
2 - create another scene with a VideoStreamPlayer node and assign your video to it.
3 - create buttons on each scene to switch between them.
4 - export your project for windows without "Export with Debug"
5 - play the game, after switching the scenes a couple of time, the game will crash.

### Minimal reproduction project

[Crash_Test_3.zip](https://github.com/godotengine/godot/files/11893147/Crash_Test_3.zip)

_THREAD_SAFE_METHOD_
	HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
	if (!E) {
		return;
	}
	_update_group_order(E->value); 
	int nc = E->value.nodes.size();
	if (nc == 0) {
		return;
	}
	Node **ptr = E->value.nodes.ptrw();
	for (int i = 0; i < nc; i++) {
		p_list->push_back(ptr[i]);
	}
}
void SceneTree::_flush_delete_queue() {
	_THREAD_SAFE_METHOD_
	while (delete_queue.size()) {
		Object *obj = ObjectDB::get_instance(delete_queue.front()->get());
		if (obj) {
			memdelete(obj);
		}
		delete_queue.pop_front();
	}
}
void SceneTree::queue_delete(Object *p_object) {