### Godot version

508a5bf16ea50552c56539da4c96ea13fdf8853e

### System information

Windows 10, Intel i9-11900K

### Issue description

Godot runs fine in the Editor but any test run of a (3D) scene freezes the window up.
Even a test scene with just a single Node3D freezes.

All the test project runs fine with slightly older versions of master / Godot 4.1.

There are no errors but after bisecting it the problem points at changes from pr https://github.com/godotengine/godot/pull/76945 so properly some kind of thread deadlock.

![bisect_result](https://github.com/godotengine/godot/assets/52464204/85442c3c-7df2-43ca-85ef-e555055eec3d)

_edit_

Seems to be caused by ProjectSettings `threading/worker_pool/max_threads` set to 0 and `shader_compiler/shader_cache/enabled`=false

### Steps to reproduce

set ProjectSettings `threading/worker_pool/max_threads` to 0 and `shader_compiler/shader_cache/enabled`=false and testrun a scene from the Editor.

### Minimal reproduction project

[WorkerThreadPoolIssue.zip](https://github.com/godotengine/godot/files/11489032/WorkerThreadPoolIssue.zip)
break;
					}
					if (!must_exit) {
						if (task_available_semaphore.try_wait()) {
							if (exit_threads) {
								must_exit = true;
							} else {
								
								bool safe_for_nodes_backup = is_current_thread_safe_for_nodes();
								_process_task_queue();
								set_current_thread_safe_for_nodes(safe_for_nodes_backup);
								continue;
							}
						} else if (!use_native_low_priority_threads && task->low_priority) {
							
							task_mutex.lock();
							bool post = _try_promote_low_priority_task();
							task_mutex.unlock();
							if (post) {
								task_available_semaphore.post();
							}
						}
					}
					OS::get_singleton()->delay_usec(1); 
				}
			} else {
				task->done_semaphore.wait();
			}
		}