### Godot version

4.0.dev (Beta 15)

### System information

Windows 11, Vulkan, RTX 2080 Super (528.24)

### Issue description

When attempting run any game on my steamdeck from my windows pc it freezes at this point. 

![image](https://user-images.githubusercontent.com/37525404/214707421-5a5a5a0f-b4d2-4ee2-9379-63d4515bea84.png)

I fixed this by copying over my public key onto the device, but there should be a warning for this or at least not crash.

Log from steamdeck sshd service: 
```
Jan 25 14:37:37 steamdeck sshd[7688]: fatal: Timeout before authentication for 192.168.0.65 port 55073
```

Output from Godot with `-v -d` run options
```
Godot Engine v4.0.beta15.official.4fa6edc88 - https://godotengine.org
TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
Text-to-Speech: SAPI initialized.
Using "winink" pen tablet driver...
OpenGL Renderer: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2
WASAPI: Activated device using IAudioClient3 interface
WASAPI: wFormatTag = 65534
WASAPI: nChannels = 2
WASAPI: nSamplesPerSec = 48000
WASAPI: nAvgBytesPerSec = 384000
WASAPI: nBlockAlign = 8
WASAPI: wBitsPerSample = 32
WASAPI: cbSize = 22
WASAPI: mix_rate = 48000
WASAPI: fundamental_period_frames = 480
WASAPI: min_period_frames = 480
WASAPI: max_period_frames = 480
WASAPI: selected a period frame size of 480
WASAPI: detected 2 channels
WASAPI: audio buffer frames: 480 calculated latency: 10ms

TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
CORE API HASH: 2707759663
EDITOR API HASH: 601774097
EditorSettings: Load OK!
Loaded builtin certs
EditorSettings: Save OK!
Editing project: C:/Users/bea/Documents/HEXAKILL
EditorSettings: Save OK!
Godot Engine v4.0.beta15.official.4fa6edc88 - https://godotengine.org
XR: Clearing primary interface
XR: Removed interfaceNative mobile
XR: Removed interfaceOpenXR
Orphan StringName: SceneMultiplayer
StringName: 1 unclaimed string names at exit.
Vulkan API 1.3.224 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 2080 SUPER

Creating temporary directory...
```

`ssh.exe` is still running under Godot when this happens
![image](https://user-images.githubusercontent.com/37525404/214716760-b76a587d-8d26-49b0-8406-b0d6ca7d6795.png)


### Steps to reproduce

1) Don't have your local ssh public key in the remote device `~/.ssh/authorized_keys` file
2) Attempt to run on remote Linux/BSD System

### Minimal reproduction project

N/A
EditorProgress ep("savepack", TTR("Packing"), 102, true);
	
	Ref<DirAccess> da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
	da->make_dir_recursive(EditorPaths::get_singleton()->get_cache_dir());
	String tmppath = EditorPaths::get_singleton()->get_cache_dir().path_join("packtmp");
	Ref<FileAccess> ftmp = FileAccess::open(tmppath, FileAccess::WRITE);
	if (ftmp.is_null()) {
		add_message(EXPORT_MESSAGE_ERROR, TTR("Save PCK"), vformat(TTR("Cannot create file \"%s\"."), tmppath));
		return ERR_CANT_CREATE;
	}
	PackData pd;
	pd.ep = &ep;
	pd.f = ftmp;
	pd.so_files = p_so_files;
	Error err = export_project_files(p_preset, p_debug, _save_pack_file, &pd, _add_shared_object);
	
	pd.f.unref();
	ftmp.unref();
	if (err != OK) {
		DirAccess::remove_file_or_error(tmppath);
		add_message(EXPORT_MESSAGE_ERROR, TTR("Save PCK"), TTR("Failed to export project files."));
		return err;
	}
	pd.file_ofs.sort(); 
	Ref<FileAccess> f;
	int64_t embed_pos = 0;
	if (!p_embed) {
		
		f = FileAccess::open(p_path, FileAccess::WRITE);