### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Gentoo 2.14 - Vulkan (Compatibility) - AMD Radeon Vega 8 Graphics (raven, LLVM 16.0.6, DRM 3.49, 6.1.41-gentoo-x86_64) () - AMD Ryzen 5 3500U with Radeon Vega Mobile Gfx (8 Threads)

### Issue description

This minimal project crashes when run with the background TextRect visible, but if you toggle its visibility, no crash occurs. Note that this only started when I scaled down the TileMap to half (either by scaling MapCenter or Dungeon).

```================================================================       [0/93533]
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.1.1.stable.official (bd6af8e0ea69167dd0627f3bd54
f9105bda0f8b5)
Dumping the backtrace. Please include this when reporting the bug to the project
 developer.
[1] /lib64/libc.so.6(+0x38790) [0x7fd308df7790] (??:0)
[2] /lib64/libc.so.6(+0x14e237) [0x7fd308f0d237] (??:0)
[3] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x1c66508] (??:0)
[4] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x1c71f1b] (??:0)
[5] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x1c9c1d3] (??:0)
[6] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x1c9ff22] (??:0)
[7] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x4339a9c] (??:0)
[8] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x4342037] (??:0)
[9] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0x3dcc902] (??:0)
[10] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0xf16a56] (??:0)
[11] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0xe46444] (??:0)
[12] /lib64/libc.so.6(+0x2364a) [0x7fd308de264a] (??:0)
[13] /lib64/libc.so.6(__libc_start_main+0x85) [0x7fd308de2705] (??:0)
[14] /usr/local/bin/Godot_v4.1.1-stable_linux.x86_64() [0xe777ae] (??:0)
-- END OF BACKTRACE --
================================================================
```

### Steps to reproduce

1. Run the attached project to see the crash.
2. Click the "toggle visibility" button beside Background to see no crash.

### Minimal reproduction project

[mrp.zip](https://github.com/godotengine/godot/files/12437395/mrp.zip)

int item_count = 0;
	bool backbuffer_cleared = false;
	bool time_used = false;
	bool material_screen_texture_cached = false;
	bool material_screen_texture_mipmaps_cached = false;
	Rect2 back_buffer_rect;
	bool backbuffer_copy = false;
	bool backbuffer_gen_mipmaps = false;
	bool update_skeletons = false;
	Item *ci = p_item_list;
	Item *canvas_group_owner = nullptr;
	bool skip_item = false;
	state.last_item_index = 0;
	while (ci) {
		if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
			backbuffer_copy = true;
			if (ci->copy_back_buffer->full) {
				back_buffer_rect = Rect2();
			} else {
				back_buffer_rect = ci->copy_back_buffer->rect;
			}
		}
		
		RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
		if (material.is_valid()) {
			GLES3::CanvasMaterialData *md = static_cast<GLES3::CanvasMaterialData *>(material_storage->material_get_data(material, RS::SHADER_CANVAS_ITEM));
			if (md && md->shader_data->valid) {
				if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
					if (!material_screen_texture_cached) {
						backbuffer_copy = true;