### 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)
if (threads.size() == 0) {
		return;
	}
	task_mutex.lock();
	SelfList<Task> *E = low_priority_task_queue.first();
	while (E) {
		print_error("Task waiting was never re-claimed: " + E->self()->description);
		E = E->next();
	}
	task_mutex.unlock();
	exit_threads = true;
	for (uint32_t i = 0; i < threads.size(); i++) {
		task_available_semaphore.post();
	}
	for (ThreadData &data : threads) {
		data.thread.wait_to_finish();
	}
	threads.clear();
}
void WorkerThreadPool::_bind_methods() {