### 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_MSG(!Thread::is_main_thread(), "Multiplayer can only be manipulated from the main thread.");
	multiplayer_poll = p_enabled;
}
bool SceneTree::is_multiplayer_poll_enabled() const {
	return multiplayer_poll;
}
void SceneTree::_bind_methods() {
	ClassDB::bind_method(D_METHOD("get_root"), &SceneTree::get_root);
	ClassDB::bind_method(D_METHOD("has_group", "name"), &SceneTree::has_group);
	ClassDB::bind_method(D_METHOD("is_auto_accept_quit"), &SceneTree::is_auto_accept_quit);
	ClassDB::bind_method(D_METHOD("set_auto_accept_quit", "enabled"), &SceneTree::set_auto_accept_quit);
	ClassDB::bind_method(D_METHOD("is_quit_on_go_back"), &SceneTree::is_quit_on_go_back);
	ClassDB::bind_method(D_METHOD("set_quit_on_go_back", "enabled"), &SceneTree::set_quit_on_go_back);
	ClassDB::bind_method(D_METHOD("set_debug_collisions_hint", "enable"), &SceneTree::set_debug_collisions_hint);
	ClassDB::bind_method(D_METHOD("is_debugging_collisions_hint"), &SceneTree::is_debugging_collisions_hint);
	ClassDB::bind_method(D_METHOD("set_debug_paths_hint", "enable"), &SceneTree::set_debug_paths_hint);
	ClassDB::bind_method(D_METHOD("is_debugging_paths_hint"), &SceneTree::is_debugging_paths_hint);
	ClassDB::bind_method(D_METHOD("set_debug_navigation_hint", "enable"), &SceneTree::set_debug_navigation_hint);
	ClassDB::bind_method(D_METHOD("is_debugging_navigation_hint"), &SceneTree::is_debugging_navigation_hint);
	ClassDB::bind_method(D_METHOD("set_edited_scene_root", "scene"), &SceneTree::set_edited_scene_root);
	ClassDB::bind_method(D_METHOD("get_edited_scene_root"), &SceneTree::get_edited_scene_root);
	ClassDB::bind_method(D_METHOD("set_pause", "enable"), &SceneTree::set_pause);
	ClassDB::bind_method(D_METHOD("is_paused"), &SceneTree::is_paused);
	ClassDB::bind_method(D_METHOD("create_timer", "time_sec", "process_always", "process_in_physics", "ignore_time_scale"), &SceneTree::create_timer, DEFVAL(true), DEFVAL(false), DEFVAL(false));
	ClassDB::bind_method(D_METHOD("create_tween"), &SceneTree::create_tween);
	ClassDB::bind_method(D_METHOD("get_processed_tweens"), &SceneTree::get_processed_tweens);
	ClassDB::bind_method(D_METHOD("get_node_count"), &SceneTree::get_node_count);
	ClassDB::bind_method(D_METHOD("get_frame"), &SceneTree::get_frame);
	ClassDB::bind_method(D_METHOD("quit", "exit_code"), &SceneTree::quit, DEFVAL(EXIT_SUCCESS));
	ClassDB::bind_method(D_METHOD("queue_delete", "obj"), &SceneTree::queue_delete);