### Godot version

4.0.dev (c40020513) (4.0 beta 17 Mono Version)

### System information

Windows 10/11 Nvidia GPU (varied)

### Issue description

Several of my players that are windows users are reporting that the game does not launch on their system. It reaches to the splash screen then does nothing.

I have had several reports of it working and several of it not working. One user [opened an issue](https://github.com/QueenOfSquiggles/DumbJumpscareGame/issues/1) on the project repository noting they got an error of having run out of RAM. Both of us verified that it seems to cap out around 700 Mb of memory usage. But since I'm on Linux I can't test much myself.

Another user was helping me to do some debugging and was able to generate this verbose log file. But I'm having trouble making heads or tails of it. It seems to imply one of the autoload scenes is loaded, and then everything stops
[WhereTheDeadLie_WindowsTrace.txt](https://github.com/godotengine/godot/files/10609796/WhereTheDeadLie_WindowsTrace.txt)

I haven't had any reports from Linux or Mac users, and from the analytics on the project page I know several users on each system have downloaded the project. So I believe this is a strictly windows issue?

I'm actually really hoping that this is an issue with the engine of some sort, because I'm at a complete loss what it could be. Thanks for any help that can be provided!

### Steps to reproduce

Run the game on a windows machine (Unsure if Nvidia GPU is related). Launch should stop before fully loading the main menu.

### Minimal reproduction project

N/A (I don't know what's causing this.)
if (unlikely(p_cache_index >= cache.size())) {
		cache.resize(p_cache_index + 1);
	}
	if (unlikely(!cache[p_cache_index].is_valid())) {
		cache.write[p_cache_index] = TS->create_font();
		TS->font_set_data_ptr(cache[p_cache_index], data_ptr, data_size);
		TS->font_set_antialiasing(cache[p_cache_index], antialiasing);
		TS->font_set_generate_mipmaps(cache[p_cache_index], mipmaps);
		TS->font_set_multichannel_signed_distance_field(cache[p_cache_index], msdf);
		TS->font_set_msdf_pixel_range(cache[p_cache_index], msdf_pixel_range);
		TS->font_set_msdf_size(cache[p_cache_index], msdf_size);
		TS->font_set_fixed_size(cache[p_cache_index], fixed_size);
		TS->font_set_force_autohinter(cache[p_cache_index], force_autohinter);
		TS->font_set_allow_system_fallback(cache[p_cache_index], allow_system_fallback);
		TS->font_set_hinting(cache[p_cache_index], hinting);
		TS->font_set_subpixel_positioning(cache[p_cache_index], subpixel_positioning);
		TS->font_set_oversampling(cache[p_cache_index], oversampling);
	}
}
void FontFile::_convert_packed_8bit(Ref<Image> &p_source, int p_page, int p_sz) {
	int w = p_source->get_width();
	int h = p_source->get_height();
	PackedByteArray imgdata = p_source->get_data();
	const uint8_t *r = imgdata.ptr();
	PackedByteArray imgdata_r;
	imgdata_r.resize(w * h * 2);
	uint8_t *wr = imgdata_r.ptrw();
	PackedByteArray imgdata_g;
	imgdata_g.resize(w * h * 2);
	uint8_t *wg = imgdata_g.ptrw();