### 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)

ERR_FAIL_COND(idle_callback_count >= MAX_IDLE_CALLBACKS);
	idle_callbacks[idle_callback_count++] = p_callback;
}
void SceneTree::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
	if (p_function == "change_scene_to_file") {
		Ref<DirAccess> dir_access = DirAccess::create(DirAccess::ACCESS_RESOURCES);
		List<String> directories;
		directories.push_back(dir_access->get_current_dir());
		while (!directories.is_empty()) {
			dir_access->change_dir(directories.back()->get());
			directories.pop_back();
			dir_access->list_dir_begin();
			String filename = dir_access->get_next();
			while (!filename.is_empty()) {
				if (filename == "." || filename == "..") {
					filename = dir_access->get_next();
					continue;
				}
				if (dir_access->dir_exists(filename)) {
					directories.push_back(dir_access->get_current_dir().path_join(filename));
				} else if (filename.ends_with(".tscn") || filename.ends_with(".scn")) {
					r_options->push_back("\"" + dir_access->get_current_dir().path_join(filename) + "\"");
				}
				filename = dir_access->get_next();
			}
		}
	}
}
void SceneTree::set_disable_node_threading(bool p_disable) {