### Godot version

508a5bf16ea50552c56539da4c96ea13fdf8853e

### System information

Windows 10, Intel i9-11900K

### Issue description

Godot runs fine in the Editor but any test run of a (3D) scene freezes the window up.
Even a test scene with just a single Node3D freezes.

All the test project runs fine with slightly older versions of master / Godot 4.1.

There are no errors but after bisecting it the problem points at changes from pr https://github.com/godotengine/godot/pull/76945 so properly some kind of thread deadlock.

![bisect_result](https://github.com/godotengine/godot/assets/52464204/85442c3c-7df2-43ca-85ef-e555055eec3d)

_edit_

Seems to be caused by ProjectSettings `threading/worker_pool/max_threads` set to 0 and `shader_compiler/shader_cache/enabled`=false

### Steps to reproduce

set ProjectSettings `threading/worker_pool/max_threads` to 0 and `shader_compiler/shader_cache/enabled`=false and testrun a scene from the Editor.

### Minimal reproduction project

[WorkerThreadPoolIssue.zip](https://github.com/godotengine/godot/files/11489032/WorkerThreadPoolIssue.zip)
}
			uint32_t max_users = p_task->group->tasks_used + 1; 
			uint32_t finished_users = p_task->group->finished.increment();
			if (finished_users == max_users) {
				
				task_mutex.lock();
				group_allocator.free(p_task->group);
				task_mutex.unlock();
			}
			
			task_mutex.lock();
			task_allocator.free(p_task);
			task_mutex.unlock();
		}
	} else {
		if (p_task->native_func) {
			p_task->native_func(p_task->native_func_userdata);
		} else if (p_task->template_userdata) {
			p_task->template_userdata->callback();
			memdelete(p_task->template_userdata);
		} else {
			Callable::CallError ce;
			Variant ret;
			p_task->callable.callp(nullptr, 0, ret, ce);
		}
		task_mutex.lock();
		p_task->completed = true;
		for (uint8_t i = 0; i < p_task->waiting; i++) {
			p_task->done_semaphore.post();
		}