### Godot version

4.2 eb4301b

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

Sometimes when trying to open a scene from filesystem dock, the editor will crash. It happened 3 times to me already, but I don't know what exactly causes it.
```
[0] FileSystemDock::_select_file (C:\godot_source\editor\filesystem_dock.cpp:1115)
[1] FileSystemDock::_select_file (C:\godot_source\editor\filesystem_dock.cpp:1115)
[2] FileSystemDock::_tree_activate_file (C:\godot_source\editor\filesystem_dock.cpp:1187)
[3] call_with_variant_args_helper<FileSystemDock> (C:\godot_source\core\variant\binder_common.h:308)
[4] call_with_variant_args<FileSystemDock> (C:\godot_source\core\variant\binder_common.h:418)
[5] CallableCustomMethodPointer<FileSystemDock>::call (C:\godot_source\core\object\callable_method_pointer.h:105)
[6] Callable::callp (C:\godot_source\core\variant\callable.cpp:51)
[7] Object::emit_signalp (C:\godot_source\core\object\object.cpp:1073)
[8] Node::emit_signalp (C:\godot_source\scene\main\node.cpp:3577)
[9] Object::emit_signal<> (C:\godot_source\core\object\object.h:891)
[10] Tree::gui_input (C:\godot_source\scene\gui\tree.cpp:3867)
[11] Control::_call_gui_input (C:\godot_source\scene\gui\control.cpp:1806)
[12] Viewport::_gui_call_input (C:\godot_source\scene\main\viewport.cpp:1565)
[13] Viewport::_gui_input_event (C:\godot_source\scene\main\viewport.cpp:1794)
[14] Viewport::push_input (C:\godot_source\scene\main\viewport.cpp:3129)
[15] Window::_window_input (C:\godot_source\scene\main\window.cpp:1482)
[16] call_with_variant_args_helper<Window,Ref<InputEvent> const &,0> (C:\godot_source\core\variant\binder_common.h:303)
[17] call_with_variant_args<Window,Ref<InputEvent> const &> (C:\godot_source\core\variant\binder_common.h:418)
[18] CallableCustomMethodPointer<Window,Ref<InputEvent> const &>::call (C:\godot_source\core\object\callable_method_pointer.h:105)
[19] Callable::callp (C:\godot_source\core\variant\callable.cpp:51)
[20] DisplayServerWindows::_dispatch_input_event (C:\godot_source\platform\windows\display_server_windows.cpp:2612)
[21] DisplayServerWindows::_dispatch_input_events (C:\godot_source\platform\windows\display_server_windows.cpp:2577)
[22] Input::_parse_input_event_impl (C:\godot_source\core\input\input.cpp:722)
[23] Input::flush_buffered_events (C:\godot_source\core\input\input.cpp:979)
[24] DisplayServerWindows::process_events (C:\godot_source\platform\windows\display_server_windows.cpp:2296)
[25] OS_Windows::run (C:\godot_source\platform\windows\os_windows.cpp:1479)
[26] widechar_main (C:\godot_source\platform\windows\godot_windows.cpp:182)
[27] _main (C:\godot_source\platform\windows\godot_windows.cpp:204)
[28] main (C:\godot_source\platform\windows\godot_windows.cpp:218)
[29] WinMain (C:\godot_source\platform\windows\godot_windows.cpp:232)
[30] __scrt_common_main_seh (D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[31] <couldn't map PC to fn name>
```

### Steps to reproduce

1. Open a project
2. Open a scene

I think the scene needs to be opened early enough.

### Minimal reproduction project

N/A
ERR_FAIL_COND_V_MSG(p_class.is_empty(), nullptr, "Class name cannot be empty.");
	EditorData &ed = EditorNode::get_editor_data();
	
	if (p_script.is_valid()) {
		Ref<Texture2D> script_icon = ed.get_script_icon(p_script);
		if (script_icon.is_valid()) {
			return script_icon;
		}
		if (p_fallback_script_to_theme) {
			
			
			String base_type;
			p_script->get_language()->get_global_class_name(p_script->get_path(), &base_type);
			if (gui_base && gui_base->has_theme_icon(base_type, SNAME("EditorIcons"))) {
				return gui_base->get_theme_icon(base_type, SNAME("EditorIcons"));
			}
		}
	}
	
	
	
	Ref<Texture2D> ext_icon = ed.extension_class_get_icon(p_class);
	if (ext_icon.is_valid()) {
		return ext_icon;
	}
	
	
	const EditorData::CustomType *ctype = ed.get_custom_type_by_name(p_class);
	if (ctype && ctype->icon.is_valid()) {
		return ctype->icon;