### Godot version

master CI builds

### System information

Linux / Editor with doubles and GCC sanitizers

### Issue description

The `Linux / Editor with doubles and GCC sanitizers` build can fail with a `attempting free on address which was not malloc()-ed` crash in the `Open and close editor (Vulkan)` step.

https://github.com/godotengine/godot/actions/runs/5366302204/jobs/9735786296#step:15:138
https://github.com/godotengine/godot/actions/runs/5389199469/jobs/9783070708?pr=78740#step:15:138

The failure doesn't seem related to either PR (in fact one of them is just a docs change). I have only seen this issue these two times, still probably worth looking into.

### Steps to reproduce

Open and close https://github.com/godotengine/regression-test-project/archive/4.0.zip using the Vulkan renderer.

### Minimal reproduction project

https://github.com/godotengine/regression-test-project/archive/4.0.zip
ERR_FAIL_COND_V_MSG(err, RID(), "vmaCreateImage failed with error " + itos(err) + ".");
	image_memory += texture.allocation_info.size;
	texture.type = p_format.texture_type;
	texture.format = p_format.format;
	texture.width = image_create_info.extent.width;
	texture.height = image_create_info.extent.height;
	texture.depth = image_create_info.extent.depth;
	texture.layers = image_create_info.arrayLayers;
	texture.mipmaps = image_create_info.mipLevels;
	texture.base_mipmap = 0;
	texture.base_layer = 0;
	texture.is_resolve_buffer = p_format.is_resolve_buffer;
	texture.usage_flags = p_format.usage_bits;
	texture.samples = p_format.samples;
	texture.allowed_shared_formats = p_format.shareable_formats;
	
	if (p_format.usage_bits & TEXTURE_USAGE_SAMPLING_BIT) {
		
		texture.layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
	} else if (p_format.usage_bits & TEXTURE_USAGE_STORAGE_BIT) {
		
		texture.layout = VK_IMAGE_LAYOUT_GENERAL;
	} else if (p_format.usage_bits & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT) {
		
		texture.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
	} else if (p_format.usage_bits & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
		texture.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
	} else {
		texture.layout = VK_IMAGE_LAYOUT_GENERAL;
	}