### Godot version

master CI builds

### System information

Linux / Editor with doubles and GCC sanitizers

### Issue description

The `Linux / Editor with doubles and GCC sanitizers` build can fail with a `attempting free on address which was not malloc()-ed` crash in the `Open and close editor (Vulkan)` step.

https://github.com/godotengine/godot/actions/runs/5366302204/jobs/9735786296#step:15:138
https://github.com/godotengine/godot/actions/runs/5389199469/jobs/9783070708?pr=78740#step:15:138

The failure doesn't seem related to either PR (in fact one of them is just a docs change). I have only seen this issue these two times, still probably worth looking into.

### Steps to reproduce

Open and close https://github.com/godotengine/regression-test-project/archive/4.0.zip using the Vulkan renderer.

### Minimal reproduction project

https://github.com/godotengine/regression-test-project/archive/4.0.zip
clear_values.write[clear_values_count++] = clear_value;
		}
	}
	render_pass_begin.clearValueCount = clear_values_count;
	render_pass_begin.pClearValues = clear_values.ptr();
	for (int i = 0; i < p_storage_textures.size(); i++) {
		Texture *texture = texture_owner.get_or_null(p_storage_textures[i]);
		if (!texture) {
			continue;
		}
		ERR_CONTINUE_MSG(!(texture->usage_flags & TEXTURE_USAGE_STORAGE_BIT), "Supplied storage texture " + itos(i) + " for draw list is not set to be used for storage.");
		if (texture->usage_flags & TEXTURE_USAGE_SAMPLING_BIT) {
			
			VkImageMemoryBarrier image_memory_barrier;
			image_memory_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
			image_memory_barrier.pNext = nullptr;
			image_memory_barrier.srcAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
			image_memory_barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
			image_memory_barrier.oldLayout = texture->layout;
			image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_GENERAL;
			image_memory_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
			image_memory_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
			image_memory_barrier.image = texture->image;
			image_memory_barrier.subresourceRange.aspectMask = texture->read_aspect_mask;
			image_memory_barrier.subresourceRange.baseMipLevel = texture->base_mipmap;
			image_memory_barrier.subresourceRange.levelCount = texture->mipmaps;
			image_memory_barrier.subresourceRange.baseArrayLayer = texture->base_layer;
			image_memory_barrier.subresourceRange.layerCount = texture->layers;
			vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_VERTEX_INPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, &image_memory_barrier);
			texture->layout = VK_IMAGE_LAYOUT_GENERAL;