### Godot version

4.1.beta3, 4.0.3.stable

### System information

Godot v4.1.beta3 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Ti (NVIDIA; 31.0.15.3598) - Intel(R) Core(TM) i5-8600K CPU @ 3.60GHz (6 Threads)

### Issue description

The game crashes on a Windows export without "Export with Debug" when I use VideoStreamPlayer node as a background in my scene.

I have created 2 simple scenes with VideoStreamPlayer and a button in each to switch between them. When I run the game in the editor, it works fine, when I export it with debug it works fine. As soon as I untick "Export with Debug" the game crashes randomly, sometimes after a few button clicks(changing scenes), sometimes on the first click... The console gives no errors whatsoever...

Tried to do it in both: Godot 4.0.3 and 4.1 beta3, the result is the same. 

I have also recreated this in Godot 3.5.2, the exported game without "Export with Debug" works fine, without crashes at all.

I have spent 4-5 hours yesterday searching internet and trying to fix it, but I couldn't. Tried different ffmpeg builds to convert the video, tried different video framerates, with audio and without audio... Looks like it's a Godot 4 issue.

### Steps to reproduce

1 - create a scene, add VideoStreamPlayer node, assign your video to it.
2 - create another scene with a VideoStreamPlayer node and assign your video to it.
3 - create buttons on each scene to switch between them.
4 - export your project for windows without "Export with Debug"
5 - play the game, after switching the scenes a couple of time, the game will crash.

### Minimal reproduction project

[Crash_Test_3.zip](https://github.com/godotengine/godot/files/11893147/Crash_Test_3.zip)

_THREAD_SAFE_CLASS_
	GDCLASS(SceneTree, MainLoop);
public:
	typedef void (*IdleCallback)();
private:
	CallQueue::Allocator *process_group_call_queue_allocator = nullptr;
	struct ProcessGroup {
		CallQueue call_queue;
		Vector<Node *> nodes;
		Vector<Node *> physics_nodes;
		bool node_order_dirty = true;
		bool physics_node_order_dirty = true;
		bool removed = false;
		Node *owner = nullptr;
		uint64_t last_pass = 0;
	};
	struct ProcessGroupSort {
		_FORCE_INLINE_ bool operator()(const ProcessGroup *p_left, const ProcessGroup *p_right) const;
	};
	PagedAllocator<ProcessGroup, true> group_allocator; 
	LocalVector<ProcessGroup *> process_groups;
	bool process_groups_dirty = true;
	LocalVector<ProcessGroup *> local_process_group_cache; 
	uint64_t process_last_pass = 1;
	ProcessGroup default_process_group;
	bool node_threading_disabled = false;
	struct Group {
		Vector<Node *> nodes;