### 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)
bool low_priority = p_task->low_priority;
	int pool_thread_index = -1;
	Task *prev_low_prio_task = nullptr; 
	if (!use_native_low_priority_threads) {
		
		set_current_thread_safe_for_nodes(false);
		pool_thread_index = thread_ids[Thread::get_caller_id()];
		ThreadData &curr_thread = threads[pool_thread_index];
		task_mutex.lock();
		p_task->pool_thread_index = pool_thread_index;
		if (low_priority) {
			low_priority_tasks_running++;
			prev_low_prio_task = curr_thread.current_low_prio_task;
			curr_thread.current_low_prio_task = p_task;
		} else {
			curr_thread.current_low_prio_task = nullptr;
		}
		task_mutex.unlock();
	}
	if (p_task->group) {
		
		bool do_post = false;
		Callable::CallError ce;
		Variant ret;
		Variant arg;
		Variant *argptr = &arg;
		while (true) {
			uint32_t work_index = p_task->group->index.postincrement();