### Godot version

4.2 eb4301b

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

Sometimes when trying to open a scene from filesystem dock, the editor will crash. It happened 3 times to me already, but I don't know what exactly causes it.
```
[0] FileSystemDock::_select_file (C:\godot_source\editor\filesystem_dock.cpp:1115)
[1] FileSystemDock::_select_file (C:\godot_source\editor\filesystem_dock.cpp:1115)
[2] FileSystemDock::_tree_activate_file (C:\godot_source\editor\filesystem_dock.cpp:1187)
[3] call_with_variant_args_helper<FileSystemDock> (C:\godot_source\core\variant\binder_common.h:308)
[4] call_with_variant_args<FileSystemDock> (C:\godot_source\core\variant\binder_common.h:418)
[5] CallableCustomMethodPointer<FileSystemDock>::call (C:\godot_source\core\object\callable_method_pointer.h:105)
[6] Callable::callp (C:\godot_source\core\variant\callable.cpp:51)
[7] Object::emit_signalp (C:\godot_source\core\object\object.cpp:1073)
[8] Node::emit_signalp (C:\godot_source\scene\main\node.cpp:3577)
[9] Object::emit_signal<> (C:\godot_source\core\object\object.h:891)
[10] Tree::gui_input (C:\godot_source\scene\gui\tree.cpp:3867)
[11] Control::_call_gui_input (C:\godot_source\scene\gui\control.cpp:1806)
[12] Viewport::_gui_call_input (C:\godot_source\scene\main\viewport.cpp:1565)
[13] Viewport::_gui_input_event (C:\godot_source\scene\main\viewport.cpp:1794)
[14] Viewport::push_input (C:\godot_source\scene\main\viewport.cpp:3129)
[15] Window::_window_input (C:\godot_source\scene\main\window.cpp:1482)
[16] call_with_variant_args_helper<Window,Ref<InputEvent> const &,0> (C:\godot_source\core\variant\binder_common.h:303)
[17] call_with_variant_args<Window,Ref<InputEvent> const &> (C:\godot_source\core\variant\binder_common.h:418)
[18] CallableCustomMethodPointer<Window,Ref<InputEvent> const &>::call (C:\godot_source\core\object\callable_method_pointer.h:105)
[19] Callable::callp (C:\godot_source\core\variant\callable.cpp:51)
[20] DisplayServerWindows::_dispatch_input_event (C:\godot_source\platform\windows\display_server_windows.cpp:2612)
[21] DisplayServerWindows::_dispatch_input_events (C:\godot_source\platform\windows\display_server_windows.cpp:2577)
[22] Input::_parse_input_event_impl (C:\godot_source\core\input\input.cpp:722)
[23] Input::flush_buffered_events (C:\godot_source\core\input\input.cpp:979)
[24] DisplayServerWindows::process_events (C:\godot_source\platform\windows\display_server_windows.cpp:2296)
[25] OS_Windows::run (C:\godot_source\platform\windows\os_windows.cpp:1479)
[26] widechar_main (C:\godot_source\platform\windows\godot_windows.cpp:182)
[27] _main (C:\godot_source\platform\windows\godot_windows.cpp:204)
[28] main (C:\godot_source\platform\windows\godot_windows.cpp:218)
[29] WinMain (C:\godot_source\platform\windows\godot_windows.cpp:232)
[30] __scrt_common_main_seh (D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[31] <couldn't map PC to fn name>
```

### Steps to reproduce

1. Open a project
2. Open a scene

I think the scene needs to be opened early enough.

### Minimal reproduction project

N/A
INTERNAL_IMPORT_CATEGORY_NODE = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_NODE,
		INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE,
		INTERNAL_IMPORT_CATEGORY_MESH = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MESH,
		INTERNAL_IMPORT_CATEGORY_MATERIAL = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MATERIAL,
		INTERNAL_IMPORT_CATEGORY_ANIMATION = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_ANIMATION,
		INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE,
		INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE,
		INTERNAL_IMPORT_CATEGORY_MAX = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MAX
	};
	void get_internal_import_options(InternalImportCategory p_category, List<ImportOption> *r_options) const;
	bool get_internal_option_visibility(InternalImportCategory p_category, const String &p_option, const HashMap<StringName, Variant> &p_options) const;
	bool get_internal_option_update_view_required(InternalImportCategory p_category, const String &p_option, const HashMap<StringName, Variant> &p_options) const;
	virtual void get_import_options(const String &p_path, List<ImportOption> *r_options, int p_preset = 0) const override;
	virtual bool get_option_visibility(const String &p_path, const String &p_option, const HashMap<StringName, Variant> &p_options) const override;
	
	virtual int get_import_order() const override { return ResourceImporter::IMPORT_ORDER_SCENE; }
	Node *_pre_fix_node(Node *p_node, Node *p_root, HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &r_collision_map, Pair<PackedVector3Array, PackedInt32Array> *r_occluder_arrays, List<Pair<NodePath, Node *>> &r_node_renames);
	Node *_pre_fix_animations(Node *p_node, Node *p_root, const Dictionary &p_node_data, const Dictionary &p_animation_data, float p_animation_fps);
	Node *_post_fix_node(Node *p_node, Node *p_root, HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map, Pair<PackedVector3Array, PackedInt32Array> &r_occluder_arrays, HashSet<Ref<ImporterMesh>> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps, float p_applied_root_scale);
	Node *_post_fix_animations(Node *p_node, Node *p_root, const Dictionary &p_node_data, const Dictionary &p_animation_data, float p_animation_fps);
	Ref<Animation> _save_animation_to_file(Ref<Animation> anim, bool p_save_to_file, String p_save_to_path, bool p_keep_custom_tracks);
	void _create_slices(AnimationPlayer *ap, Ref<Animation> anim, const Array &p_clips, bool p_bake_all);
	void _optimize_animations(AnimationPlayer *anim, float p_max_vel_error, float p_max_ang_error, int p_prc_error);
	void _compress_animations(AnimationPlayer *anim, int p_page_size_kb);
	Node *pre_import(const String &p_source_file, const HashMap<StringName, Variant> &p_options);
	virtual Error import(const String &p_source_file, const String &p_save_path, const HashMap<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files = nullptr, Variant *r_metadata = nullptr) override;
	virtual bool has_advanced_options() const override;
	virtual void show_advanced_options(const String &p_path) override;
	virtual bool can_import_threaded() const override { return false; }