### 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_
	Ref<SceneTreeTimer> stt;
	stt.instantiate();
	stt->set_process_always(p_process_always);
	stt->set_time_left(p_delay_sec);
	stt->set_process_in_physics(p_process_in_physics);
	stt->set_ignore_time_scale(p_ignore_time_scale);
	timers.push_back(stt);
	return stt;
}
Ref<Tween> SceneTree::create_tween() {
	_THREAD_SAFE_METHOD_
	Ref<Tween> tween = memnew(Tween(true));
	tweens.push_back(tween);
	return tween;
}
TypedArray<Tween> SceneTree::get_processed_tweens() {
	_THREAD_SAFE_METHOD_
	TypedArray<Tween> ret;
	ret.resize(tweens.size());
	int i = 0;
	for (const Ref<Tween> &tween : tweens) {
		ret[i] = tween;
		i++;
	}
	return ret;
}
Ref<MultiplayerAPI> SceneTree::get_multiplayer(const NodePath &p_for_path) const {