### 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
shader->compute_local_size[0] = compute_local_size[0];
	shader->compute_local_size[1] = compute_local_size[1];
	shader->compute_local_size[2] = compute_local_size[2];
	shader->specialization_constants = specialization_constants;
	shader->name = name;
	String error_text;
	bool success = true;
	for (int i = 0; i < stage_spirv_data.size(); i++) {
		VkShaderModuleCreateInfo shader_module_create_info;
		shader_module_create_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
		shader_module_create_info.pNext = nullptr;
		shader_module_create_info.flags = 0;
		shader_module_create_info.codeSize = stage_spirv_data[i].size();
		const uint8_t *r = stage_spirv_data[i].ptr();
		shader_module_create_info.pCode = (const uint32_t *)r;
		VkShaderModule module;
		VkResult res = vkCreateShaderModule(device, &shader_module_create_info, nullptr, &module);
		if (res) {
			success = false;
			error_text = "Error (" + itos(res) + ") creating shader module for stage: " + String(shader_stage_names[stage_type[i]]);
			break;
		}
		VkPipelineShaderStageCreateInfo shader_stage;
		shader_stage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
		shader_stage.pNext = nullptr;
		shader_stage.flags = 0;
		shader_stage.stage = shader_stage_masks[stage_type[i]];
		shader_stage.module = module;
		shader_stage.pName = "main";
		shader_stage.pSpecializationInfo = nullptr;