### 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
center_split->connect("resized", callable_mp(this, &EditorNode::_vp_resized));
	native_shader_source_visualizer = memnew(EditorNativeShaderSourceVisualizer);
	gui_base->add_child(native_shader_source_visualizer);
	orphan_resources = memnew(OrphanResourcesDialog);
	gui_base->add_child(orphan_resources);
	confirmation = memnew(ConfirmationDialog);
	gui_base->add_child(confirmation);
	confirmation->connect("confirmed", callable_mp(this, &EditorNode::_menu_confirm_current));
	save_confirmation = memnew(ConfirmationDialog);
	save_confirmation->add_button(TTR("Don't Save"), DisplayServer::get_singleton()->get_swap_cancel_ok(), "discard");
	gui_base->add_child(save_confirmation);
	save_confirmation->set_min_size(Vector2(450.0 * EDSCALE, 0));
	save_confirmation->connect("confirmed", callable_mp(this, &EditorNode::_menu_confirm_current));
	save_confirmation->connect("custom_action", callable_mp(this, &EditorNode::_discard_changes));
	gradle_build_manage_templates = memnew(ConfirmationDialog);
	gradle_build_manage_templates->set_text(TTR("Android build template is missing, please install relevant templates."));
	gradle_build_manage_templates->set_ok_button_text(TTR("Manage Templates"));
	gradle_build_manage_templates->add_button(TTR("Install from file"))->connect("pressed", callable_mp(this, &EditorNode::_menu_option).bind(SETTINGS_INSTALL_ANDROID_BUILD_TEMPLATE));
	gradle_build_manage_templates->connect("confirmed", callable_mp(this, &EditorNode::_menu_option).bind(SETTINGS_MANAGE_EXPORT_TEMPLATES));
	gui_base->add_child(gradle_build_manage_templates);
	file_android_build_source = memnew(EditorFileDialog);
	file_android_build_source->set_title(TTR("Select Android sources file"));
	file_android_build_source->set_access(EditorFileDialog::ACCESS_FILESYSTEM);
	file_android_build_source->set_file_mode(EditorFileDialog::FILE_MODE_OPEN_FILE);
	file_android_build_source->add_filter("*.zip");
	file_android_build_source->connect("file_selected", callable_mp(this, &EditorNode::_android_build_source_selected));
	gui_base->add_child(file_android_build_source);
	install_android_build_template = memnew(ConfirmationDialog);
	install_android_build_template->set_text(TTR("This will set up your project for gradle Android builds by installing the source template to \"res:android/build\".\nYou can then apply modifications and build your own custom APK on export (adding modules, changing the AndroidManifest.xml, etc.).\nNote that in order to make gradle builds instead of using pre-built APKs, the \"Use Gradle Build\" option should be enabled in the Android export preset."));
	install_android_build_template->set_ok_button_text(TTR("Install"));