### 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)

int64_t get_frame() const;
	int get_node_count() const;
	void queue_delete(Object *p_object);
	void get_nodes_in_group(const StringName &p_group, List<Node *> *p_list);
	Node *get_first_node_in_group(const StringName &p_group);
	bool has_group(const StringName &p_identifier) const;
	
	
	void set_edited_scene_root(Node *p_node);
	Node *get_edited_scene_root() const;
	void set_current_scene(Node *p_scene);
	Node *get_current_scene() const;
	Error change_scene_to_file(const String &p_path);
	Error change_scene_to_packed(const Ref<PackedScene> &p_scene);
	Error reload_current_scene();
	void unload_current_scene();
	Ref<SceneTreeTimer> create_timer(double p_delay_sec, bool p_process_always = true, bool p_process_in_physics = false, bool p_ignore_time_scale = false);
	Ref<Tween> create_tween();
	TypedArray<Tween> get_processed_tweens();
	
	void add_current_scene(Node *p_current);
	static SceneTree *get_singleton() { return singleton; }