### Godot version

4.2 eb4301b

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

Sometimes when trying to open a scene from filesystem dock, the editor will crash. It happened 3 times to me already, but I don't know what exactly causes it.
```
[0] FileSystemDock::_select_file (C:\godot_source\editor\filesystem_dock.cpp:1115)
[1] FileSystemDock::_select_file (C:\godot_source\editor\filesystem_dock.cpp:1115)
[2] FileSystemDock::_tree_activate_file (C:\godot_source\editor\filesystem_dock.cpp:1187)
[3] call_with_variant_args_helper<FileSystemDock> (C:\godot_source\core\variant\binder_common.h:308)
[4] call_with_variant_args<FileSystemDock> (C:\godot_source\core\variant\binder_common.h:418)
[5] CallableCustomMethodPointer<FileSystemDock>::call (C:\godot_source\core\object\callable_method_pointer.h:105)
[6] Callable::callp (C:\godot_source\core\variant\callable.cpp:51)
[7] Object::emit_signalp (C:\godot_source\core\object\object.cpp:1073)
[8] Node::emit_signalp (C:\godot_source\scene\main\node.cpp:3577)
[9] Object::emit_signal<> (C:\godot_source\core\object\object.h:891)
[10] Tree::gui_input (C:\godot_source\scene\gui\tree.cpp:3867)
[11] Control::_call_gui_input (C:\godot_source\scene\gui\control.cpp:1806)
[12] Viewport::_gui_call_input (C:\godot_source\scene\main\viewport.cpp:1565)
[13] Viewport::_gui_input_event (C:\godot_source\scene\main\viewport.cpp:1794)
[14] Viewport::push_input (C:\godot_source\scene\main\viewport.cpp:3129)
[15] Window::_window_input (C:\godot_source\scene\main\window.cpp:1482)
[16] call_with_variant_args_helper<Window,Ref<InputEvent> const &,0> (C:\godot_source\core\variant\binder_common.h:303)
[17] call_with_variant_args<Window,Ref<InputEvent> const &> (C:\godot_source\core\variant\binder_common.h:418)
[18] CallableCustomMethodPointer<Window,Ref<InputEvent> const &>::call (C:\godot_source\core\object\callable_method_pointer.h:105)
[19] Callable::callp (C:\godot_source\core\variant\callable.cpp:51)
[20] DisplayServerWindows::_dispatch_input_event (C:\godot_source\platform\windows\display_server_windows.cpp:2612)
[21] DisplayServerWindows::_dispatch_input_events (C:\godot_source\platform\windows\display_server_windows.cpp:2577)
[22] Input::_parse_input_event_impl (C:\godot_source\core\input\input.cpp:722)
[23] Input::flush_buffered_events (C:\godot_source\core\input\input.cpp:979)
[24] DisplayServerWindows::process_events (C:\godot_source\platform\windows\display_server_windows.cpp:2296)
[25] OS_Windows::run (C:\godot_source\platform\windows\os_windows.cpp:1479)
[26] widechar_main (C:\godot_source\platform\windows\godot_windows.cpp:182)
[27] _main (C:\godot_source\platform\windows\godot_windows.cpp:204)
[28] main (C:\godot_source\platform\windows\godot_windows.cpp:218)
[29] WinMain (C:\godot_source\platform\windows\godot_windows.cpp:232)
[30] __scrt_common_main_seh (D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[31] <couldn't map PC to fn name>
```

### Steps to reproduce

1. Open a project
2. Open a scene

I think the scene needs to be opened early enough.

### Minimal reproduction project

N/A
gui_base->add_child(video_restart_dialog);
	progress_hb = memnew(BackgroundProgress);
	layout_dialog = memnew(EditorLayoutsDialog);
	gui_base->add_child(layout_dialog);
	layout_dialog->set_hide_on_ok(false);
	layout_dialog->set_size(Size2(225, 270) * EDSCALE);
	layout_dialog->connect("name_confirmed", callable_mp(this, &EditorNode::_dialog_action));
	update_spinner = memnew(MenuButton);
	right_menu_hb->add_child(update_spinner);
	update_spinner->set_icon(gui_base->get_theme_icon(SNAME("Progress1"), SNAME("EditorIcons")));
	update_spinner->get_popup()->connect("id_pressed", callable_mp(this, &EditorNode::_menu_option));
	PopupMenu *p = update_spinner->get_popup();
	p->add_radio_check_item(TTR("Update Continuously"), SETTINGS_UPDATE_CONTINUOUSLY);
	p->add_radio_check_item(TTR("Update When Changed"), SETTINGS_UPDATE_WHEN_CHANGED);
	p->add_separator();
	p->add_item(TTR("Hide Update Spinner"), SETTINGS_UPDATE_SPINNER_HIDE);
	_update_update_spinner();
	
	memnew(SceneTreeDock(scene_root, editor_selection, editor_data));
	memnew(InspectorDock(editor_data));
	memnew(ImportDock);
	memnew(NodeDock);
	FileSystemDock *filesystem_dock = memnew(FileSystemDock);
	filesystem_dock->connect("inherit", callable_mp(this, &EditorNode::_inherit_request));
	filesystem_dock->connect("instantiate", callable_mp(this, &EditorNode::_instantiate_request));
	filesystem_dock->connect("display_mode_changed", callable_mp(this, &EditorNode::_save_editor_layout));
	get_project_settings()->connect_filesystem_dock_signals(filesystem_dock);
	history_dock = memnew(HistoryDock);
	
	dock_slot[DOCK_SLOT_LEFT_UR]->add_child(SceneTreeDock::get_singleton());