### Godot version

4.0.3.stable

### System information

Windows 10/11

### Issue description

I want the player's cursor to change when highlighting pickable Area2Ds; to do this, I have the areas modify the `mouse_default_cursor_shape` property on an external Control when the mouse enters or exits. If another Control appears in front of the Area2D while the mouse is over it, there is a chance that the project will crash.

Nothing prints to the IDE's output on this crash. If running the editor with console, then
```
ERROR: Condition "slot >= slot_max" is true. Returning: nullptr
   at: get_instance (./core/object/object.h:972)
```
will sometimes appear alongside the crash. If it appears, it always appears twice.

When I run a debug build of the editor through WinDbg, WinDbg will catch the following exception:
```
(3b58.2aac): Access violation - code c0000005 (!!! second chance !!!)
godot_windows_editor_x86_64!ObjectDB::get_instance [inlined in godot_windows_editor_x86_64!Viewport::_cleanup_mouseover_colliders+0x6f]:
00007ff6`ac254a1f 488b5310        mov     rdx,qword ptr [rbx+10h] ds:cccccccc`c31c419b=????????????????
```
When using this method, the exception is not random; it always occurs on the first attempt.

### Steps to reproduce

- Open the minimal reproduction project in the editor.
- Run the project.
- Click on the Area2D (you'll want visible collision shapes on).
- A full-screen button will pop up. If the game does not crash at this point, clicking the button will hide it so you can try again. It should crash within a few seconds of mashing.

### Minimal reproduction project

[Crash Test.zip](https://github.com/godotengine/godot/files/12027772/Crash.Test.zip)

ERR_MAIN_THREAD_GUARD;
	ERR_FAIL_UNSIGNED_INDEX(p_layer, 32);
	if (p_enable) {
		set_canvas_cull_mask(canvas_cull_mask | (1 << p_layer));
	} else {
		set_canvas_cull_mask(canvas_cull_mask & (~(1 << p_layer)));
	}
}
bool Viewport::get_canvas_cull_mask_bit(uint32_t p_layer) const {
	ERR_READ_THREAD_GUARD_V(false);
	ERR_FAIL_UNSIGNED_INDEX_V(p_layer, 32, false);
	return (canvas_cull_mask & (1 << p_layer));
}
#ifndef _3D_DISABLED
AudioListener3D *Viewport::get_audio_listener_3d() const {
	ERR_READ_THREAD_GUARD_V(nullptr);
	return audio_listener_3d;
}
void Viewport::set_as_audio_listener_3d(bool p_enable) {
	ERR_MAIN_THREAD_GUARD;
	if (p_enable == is_audio_listener_3d_enabled) {
		return;
	}
	is_audio_listener_3d_enabled = p_enable;
	_update_audio_listener_3d();
}
bool Viewport::is_audio_listener_3d() const {