### Godot version

v4.2.rc.custom_build [702227129]

### System information

Godot v4.2.rc (702227129) - Debian GNU/Linux trixie/sid trixie - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (nvidia) - AMD Ryzen 5 1600 Six-Core Processor (12 Threads)

### Issue description

Found a consistent crash when calling `hide()` from `_notification()`.
It does not happen if the call is deferred.

### Steps to reproduce

The `hide_test.gd` script has a boolean `cause_crash`. If it is true, hovering the mouse over the label crashes without an error in the Godot Editor Console. If it's false it hides the label as expected.

### Minimal reproduction project

[hide_crash.zip](https://github.com/godotengine/godot/files/13452818/hide_crash.zip)

if (vrs_mode != VRS_TEXTURE && (p_property.name == "vrs_texture")) {
		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
}
Viewport::Viewport() {
	world_2d = Ref<World2D>(memnew(World2D));
	world_2d->register_viewport(this);
	viewport = RenderingServer::get_singleton()->viewport_create();
	texture_rid = RenderingServer::get_singleton()->viewport_get_texture(viewport);
	default_texture.instantiate();
	default_texture->vp = const_cast<Viewport *>(this);
	viewport_textures.insert(default_texture.ptr());
	default_texture->proxy = RS::get_singleton()->texture_proxy_create(texture_rid);
	canvas_layers.insert(nullptr); // This eases picking code (interpreted as the canvas of the Viewport).
	set_positional_shadow_atlas_size(positional_shadow_atlas_size);
	for (int i = 0; i < 4; i++) {
		positional_shadow_atlas_quadrant_subdiv[i] = SHADOW_ATLAS_QUADRANT_SUBDIV_MAX;
	}
	set_positional_shadow_atlas_quadrant_subdiv(0, SHADOW_ATLAS_QUADRANT_SUBDIV_4);