### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Gentoo 2.14 - Vulkan (Compatibility) - AMD Radeon Vega 8 Graphics (raven, LLVM 16.0.6, DRM 3.49, 6.1.41-gentoo-x86_64) () - AMD Ryzen 5 3500U with Radeon Vega Mobile Gfx (8 Threads)

### Issue description

This minimal project crashes when run with the background TextRect visible, but if you toggle its visibility, no crash occurs. Note that this only started when I scaled down the TileMap to half (either by scaling MapCenter or Dungeon).

```================================================================       [0/93533]
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.1.1.stable.official (bd6af8e0ea69167dd0627f3bd54
f9105bda0f8b5)
Dumping the backtrace. Please include this when reporting the bug to the project
 developer.
[1] /lib64/libc.so.6(+0x38790) [0x7fd308df7790] (??:0)
[2] /lib64/libc.so.6(+0x14e237) [0x7fd308f0d237] (??:0)
[3] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x1c66508] (??:0)
[4] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x1c71f1b] (??:0)
[5] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x1c9c1d3] (??:0)
[6] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x1c9ff22] (??:0)
[7] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x4339a9c] (??:0)
[8] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x4342037] (??:0)
[9] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x3dcc902] (??:0)
[10] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0xf16a56] (??:0)
[11] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0xe46444] (??:0)
[12] /lib64/libc.so.6(+0x2364a) [0x7fd308de264a] (??:0)
[13] /lib64/libc.so.6(__libc_start_main+0x85) [0x7fd308de2705] (??:0)
[14] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0xe777ae] (??:0)
-- END OF BACKTRACE --
================================================================
```

### Steps to reproduce

1. Run the attached project to see the crash.
2. Click the "toggle visibility" button beside Background to see no crash.

### Minimal reproduction project

[mrp.zip](https://github.com/godotengine/godot/files/12437395/mrp.zip)

CanvasShaderGLES3::ShaderVariant variant = state.canvas_instance_batches[i].shader_variant;
		uint64_t specialization = 0;
		specialization |= uint64_t(state.canvas_instance_batches[i].lights_disabled);
		specialization |= uint64_t(!GLES3::Config::get_singleton()->float_texture_supported) << 1;
		RID shader_version = data.canvas_shader_default_version;
		if (material_data) {
			if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
				
				material_data->bind_uniforms();
				shader_version = material_data->shader_data->version;
			}
		}
		bool success = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(shader_version, variant, specialization);
		if (!success) {
			continue;
		}
		GLES3::CanvasShaderData::BlendMode blend_mode = state.canvas_instance_batches[i].blend_mode;
		Color blend_color = state.canvas_instance_batches[i].blend_color;
		if (last_blend_mode != blend_mode || last_blend_color != blend_color) {
			if (last_blend_mode == GLES3::CanvasShaderData::BLEND_MODE_DISABLED) {
				
				glEnable(GL_BLEND);
			} else if (blend_mode == GLES3::CanvasShaderData::BLEND_MODE_DISABLED) {
				
				glDisable(GL_BLEND);
			}
			switch (blend_mode) {
				case GLES3::CanvasShaderData::BLEND_MODE_DISABLED: {
					
				} break;