### 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)
task_mutex.lock();
	Group **groupp = groups.getptr(p_group);
	task_mutex.unlock();
	if (!groupp) {
		ERR_FAIL_MSG("Invalid Group ID");
	}
	Group *group = *groupp;
	if (group->low_priority_native_tasks.size() > 0) {
		for (Task *task : group->low_priority_native_tasks) {
			task->low_priority_thread->wait_to_finish();
			task_mutex.lock();
			native_thread_allocator.free(task->low_priority_thread);
			task_allocator.free(task);
			task_mutex.unlock();
		}
		task_mutex.lock();
		group_allocator.free(group);
		task_mutex.unlock();
	} else {
		group->done_semaphore.wait();
		uint32_t max_users = group->tasks_used + 1; 
		uint32_t finished_users = group->finished.increment();