### Tested versions

- Reproducible: all godot 4 versions - Godot_v4.2-stable_win64 (last version I tested)
- Not reproducible: before godot 4 versions - I'm currently working on Godot_v3.5.3-stable_win64, and there is no issue

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon (TM) R5 M330 () - AMD A8-7410 APU with AMD Radeon R5 Graphics (4 Threads)

### Issue description

The bug appears as soon as I start godot, all the interface is not properly shown, when I move over any option on the interface with the mouse the interface start to blink and the options are not shown, and I've already tested other godot 4 versions and the problem persist, only on the godot 3 versions the problem is not happening.

### Steps to reproduce

There are not steps, the problem can be noticed on the interface where we create a new project or select an exiting one, any clickeable option triggers this problem.

### Minimal reproduction project (MRP)

https://youtu.be/VTGknO_ML-o

_Production edit: updated the system info_
PhysicsServer3D::get_singleton()->end_sync();
			PhysicsServer2D::get_singleton()->end_sync();
			exit = true;
			break;
		}
		uint64_t navigation_begin = OS::get_singleton()->get_ticks_usec();
		NavigationServer3D::get_singleton()->process(physics_step * time_scale);
		navigation_process_ticks = MAX(navigation_process_ticks, OS::get_singleton()->get_ticks_usec() - navigation_begin); /
		navigation_process_max = MAX(OS::get_singleton()->get_ticks_usec() - navigation_begin, navigation_process_max);
		message_queue->flush();
		PhysicsServer3D::get_singleton()->end_sync();
		PhysicsServer3D::get_singleton()->step(physics_step * time_scale);
		PhysicsServer2D::get_singleton()->end_sync();
		PhysicsServer2D::get_singleton()->step(physics_step * time_scale);
		message_queue->flush();
		physics_process_ticks = MAX(physics_process_ticks, OS::get_singleton()->get_ticks_usec() - physics_begin); /
		physics_process_max = MAX(OS::get_singleton()->get_ticks_usec() - physics_begin, physics_process_max);
		Engine::get_singleton()->_physics_frames++;
		Engine::get_singleton()->_in_physics = false;
	}
	if (Input::get_singleton()->is_using_input_buffering() && agile_input_event_flushing) {
		Input::get_singleton()->flush_buffered_events();
	}
	uint64_t process_begin = OS::get_singleton()->get_ticks_usec();
	if (OS::get_singleton()->get_main_loop()->process(process_step * time_scale)) {
		exit = true;
	}
	message_queue->flush();
	RenderingServer::get_singleton()->sync(); /
	if (DisplayServer::get_singleton()->can_any_window_draw() &&