### Godot version

4.2

### System information

Windows 11

### Issue description

I started a project in Godot 4 and updated Godot and ended up with Godot 4.2dev_6 because this was compatible with the modi_player addon and Glow at the same time. Other Versions either had framrate issues (like the main problem i have now) or the addon not working.

After Godot 4.2 stable came out, I tried to work in my game with this Version and get massive framerate issues (5fps) in the forward+ and mobile renderer, even in an empty scene. I tried turning off hdr / glow and changed other project settings, but nothing works. 
When I change to the Compatibility render I get the maximum amount of frames possible.

I have a Asus Rog Flow X13, Ryzen 7, GTX 1650 with Max-Q Design and a AMD Radeon Graphics 


### Steps to reproduce

its only in this project, no else, but here are the stept I did with the Game.
- Started dev. in Godot 4.0
- Updated to Godot 4.1
- Installed Godot4.2_dev 3 for hdr glow (in 2D)
- changed to Godot 4.2dev6 because of the midi player addon
- now used a backup copy of my game to test Godot 4.2 stable

### Minimal reproduction project

I won't upload my game here, because I'm pretty far in developement.
if (score > 0 && score >= best_score) {
			StringName r;
			if (!plural) {
				r = t->get_message(p_message, p_context);
			} else {
				r = t->get_plural_message(p_message, p_message_plural, p_n, p_context);
			}
			if (!r) {
				continue;
			}
			res = r;
			best_score = score;
			if (score == 10) {
				break; // Exact match, skip the rest.
			}
		}
	}
	return res;
}
Server::singleton = nullptr;
bool TransnServer::_load_transns(const String &p_from) {
	if (ProjectSettings::get_singleton()->has_setting(p_from)) {
		const Vector<String> &transn_names = GLOBAL_GET(p_from);
		int tcount = transn_names.size();
		if (tcount) {
			const String *r = transn_names.ptr();
			for (int i = 0; i < tcount; i++) {
				Ref<Transn> tr = ResourceLoader::load(r[i]);
				if (tr.is_valid()) {
					add_transn(tr);