### Godot version

master CI builds

### System information

Linux / Editor with doubles and GCC sanitizers

### Issue description

The `Linux / Editor with doubles and GCC sanitizers` build can fail with a `attempting free on address which was not malloc()-ed` crash in the `Open and close editor (Vulkan)` step.

https://github.com/godotengine/godot/actions/runs/5366302204/jobs/9735786296#step:15:138
https://github.com/godotengine/godot/actions/runs/5389199469/jobs/9783070708?pr=78740#step:15:138

The failure doesn't seem related to either PR (in fact one of them is just a docs change). I have only seen this issue these two times, still probably worth looking into.

### Steps to reproduce

Open and close https://github.com/godotengine/regression-test-project/archive/4.0.zip using the Vulkan renderer.

### Minimal reproduction project

https://github.com/godotengine/regression-test-project/archive/4.0.zip
src_access |= VK_ACCESS_SHADER_WRITE_BIT;
	}
	for (uint32_t i = 0; i < image_barrier_count; i++) {
		Texture *texture = texture_owner.get_or_null(draw_list_storage_textures[i]);
		VkImageMemoryBarrier &image_memory_barrier = image_barriers[i];
		image_memory_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
		image_memory_barrier.pNext = nullptr;
		image_memory_barrier.srcAccessMask = src_access;
		image_memory_barrier.dstAccessMask = access_flags;
		image_memory_barrier.oldLayout = texture->layout;
		image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
		image_memory_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
		image_memory_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
		image_memory_barrier.image = texture->image;
		image_memory_barrier.subresourceRange.aspectMask = texture->read_aspect_mask;
		image_memory_barrier.subresourceRange.baseMipLevel = texture->base_mipmap;
		image_memory_barrier.subresourceRange.levelCount = texture->mipmaps;
		image_memory_barrier.subresourceRange.baseArrayLayer = texture->base_layer;
		image_memory_barrier.subresourceRange.layerCount = texture->layers;
		texture->layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
	}
	draw_list_storage_textures.clear();
	
	
	
	VkMemoryBarrier mem_barrier;
	mem_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER;
	mem_barrier.pNext = nullptr;
	mem_barrier.srcAccessMask = src_access;
	mem_barrier.dstAccessMask = access_flags;