### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Windows 11, AMD Ryzen 5 3500U with Radeon Vega Mobile Gfx     2.10 GHz

### Issue description

  The editor crashes when it is minimised if it isn't the foreground window, eg. via Windows key + M.  This didn't occur in 4.0.2, but is now occurring in 4.0.3. I'll just mention that /interface/editor/save_on_focus_loss is false because another issue mentions something like this but with that property set to true.

### Steps to reproduce

N/A

### Minimal reproduction project

N/A
shader_capabilities.shader_float16_is_supported,
		 shader_capabilities.shader_int8_is_supported,
	};
	nextptr = &shader_features;
	VkPhysicalDeviceFragmentShadingRateFeaturesKHR vrs_features = {};
	if (vrs_capabilities.pipeline_vrs_supported || vrs_capabilities.primitive_vrs_supported || vrs_capabilities.attachment_vrs_supported) {
		
		vrs_features.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_FEATURES_KHR;
		vrs_features.pNext = nextptr;
		vrs_features.pipelineFragmentShadingRate = vrs_capabilities.pipeline_vrs_supported;
		vrs_features.primitiveFragmentShadingRate = vrs_capabilities.primitive_vrs_supported;
		vrs_features.attachmentFragmentShadingRate = vrs_capabilities.attachment_vrs_supported;
		nextptr = &vrs_features;
	}
	VkPhysicalDeviceVulkan11Features vulkan11features = {};
	VkPhysicalDevice16BitStorageFeaturesKHR storage_feature = {};
	VkPhysicalDeviceMultiviewFeatures multiview_features = {};
	if (device_api_version >= VK_API_VERSION_1_2) {
		
		vulkan11features.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_1_FEATURES;
		vulkan11features.pNext = nextptr;
		vulkan11features.storageBuffer16BitAccess = storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported;
		vulkan11features.uniformAndStorageBuffer16BitAccess = storage_buffer_capabilities.uniform_and_storage_buffer_16_bit_access_is_supported;
		vulkan11features.storagePushConstant16 = storage_buffer_capabilities.storage_push_constant_16_is_supported;
		vulkan11features.storageInputOutput16 = storage_buffer_capabilities.storage_input_output_16;
		vulkan11features.multiview = multiview_capabilities.is_supported;
		vulkan11features.multiviewGeometryShader = multiview_capabilities.geometry_shader_is_supported;
		vulkan11features.multiviewTessellationShader = multiview_capabilities.tessellation_shader_is_supported;
		vulkan11features.variablePointersStorageBuffer = 0;
		vulkan11features.variablePointers = 0;