### 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
cmdbufptr[submit_info.commandBufferCount] = w->swapchain_image_resources[w->current_buffer].graphics_to_present_cmd;
			submit_info.commandBufferCount++;
		}
		submit_info.signalSemaphoreCount = 1;
		submit_info.pSignalSemaphores = &image_ownership_semaphores[frame_index];
		err = vkQueueSubmit(present_queue, 1, &submit_info, nullFence);
		ERR_FAIL_COND_V_MSG(err, ERR_CANT_CREATE, "Vulkan: Cannot submit present queue. Error code: " + String(string_VkResult(err)));
	}
	
	
	VkPresentInfoKHR present = {
		 VK_STRUCTURE_TYPE_PRESENT_INFO_KHR,
		 nullptr,
		 1,
		 (separate_present_queue) ? &image_ownership_semaphores[frame_index] : &draw_complete_semaphores[frame_index],
		 0,
		 nullptr,
		 nullptr,
		 nullptr,
	};
	VkSwapchainKHR *pSwapchains = (VkSwapchainKHR *)alloca(sizeof(VkSwapchainKHR *) * windows.size());
	uint32_t *pImageIndices = (uint32_t *)alloca(sizeof(uint32_t *) * windows.size());
	present.pSwapchains = pSwapchains;
	present.pImageIndices = pImageIndices;
	for (KeyValue<int, Window> &E : windows) {
		Window *w = &E.value;
		if (w->swapchain == VK_NULL_HANDLE) {
			continue;
		}
		pSwapchains[present.swapchainCount] = w->swapchain;