### Godot version

4.2 beta 4

### System information

Godot v4.2.beta4 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 Ti (NVIDIA; 31.0.15.4584) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

### Issue description

I am not sure what is going on to be honest, I tried to figure out for several hours hoping that I could open a more clear issue. But I managed to figure out it is a bug by running the same project in two different version of GoDot.

In the project I attached, make sure you do not have Steam open, run the project, click create a lobby then click start game.

![image](https://github.com/godotengine/godot/assets/73620153/028c81fd-60d9-43f7-bd91-8a677cd88e73)

The same project will have two different behaviors: 

* 4.2beta3: 
It will load the scene in around 2 seconds, then holding "Tab" will show the scoreboard, pressing console will open the console, pressing it again will close it, game is clearly active no matter the state of UI, or the input, you can orbit the camera around the player.

* 4.2beta4: It will simply freeze black no matter how long you wait, the multiplayer lobby UI is hidden and screen will stay black until you either hold "Tab" to open the scoreboard, or press "`" to open the console. If you press any of those inputs, the game scene will appear, but the it will render just as long as you hold 'Tab' or as long as the console should be active (between two console presses). The game seems to be running behind, that is why I used "render" here.

This behavior is very strange, there are no errors or warning displayed in output, and I think it should really be looked into. I feel that something was broken badly in this beta 4.

### Steps to reproduce

In the project I attached, make sure you do not have Steam open, run the project, click create a lobby then click start game.

![image](https://github.com/godotengine/godot/assets/73620153/028c81fd-60d9-43f7-bd91-8a677cd88e73)

The same project will have two different behaviors: 

* 4.2beta3 (CORRECT BEHAVIOR): 
It will load the scene in around 2 seconds, then holding "Tab" will show the scoreboard, pressing console will open the console, pressing it again will close it, game is clearly active no matter the state of UI, or the input, you can orbit the camera around the player.

* 4.2beta4 (WRONG BEHAVIOR): 
It will simply freeze black no matter how long you wait, the multiplayer lobby UI is hidden and screen will stay black until you either hold "Tab" to open the scoreboard, or press "`" to open the console. If you press any of those inputs, the game scene will appear, but it will render just as long as you hold 'Tab' or as long as the console should be active (between two console presses). besides this, it stays frozen.

### Minimal reproduction project

[Project.zip](https://github.com/godotengine/godot/files/13223077/Project.zip)


_Production edit: Confirmed to be a regression from https://github.com/godotengine/godot/pull/83649_
virtual bool render_target_get_transparent(RID p_render_target) const override { return false; }
	virtual void render_target_set_direct_to_screen(RID p_render_target, bool p_direct_to_screen) override {}
	virtual bool render_target_get_direct_to_screen(RID p_render_target) const override { return false; }
	virtual bool render_target_was_used(RID p_render_target) const override { return false; }
	virtual void render_target_set_as_unused(RID p_render_target) override {}
	virtual void render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) override {}
	virtual RS::ViewportMSAA render_target_get_msaa(RID p_render_target) const override { return RS::VIEWPORT_MSAA_DISABLED; }
	virtual void render_target_set_use_hdr(RID p_render_target, bool p_use_hdr_2d) override {}
	virtual bool render_target_is_using_hdr(RID p_render_target) const override { return false; }
	virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color) override {}
	virtual bool render_target_is_clear_requested(RID p_render_target) override { return false; }
	virtual Color render_target_get_clear_request_color(RID p_render_target) override { return Color(); }
	virtual void render_target_disable_clear_request(RID p_render_target) override {}
	virtual void render_target_do_clear_request(RID p_render_target) override {}
	virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override {}
	virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const override { return Rect2i(); }
	virtual void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override {}
	virtual void render_target_set_vrs_mode(RID p_render_target, RS::ViewportVRSMode p_mode) override {}
	virtual RS::ViewportVRSMode render_target_get_vrs_mode(RID p_render_target) const override { return RS::VIEWPORT_VRS_DISABLED; }
	virtual void render_target_set_vrs_texture(RID p_render_target, RID p_texture) override {}
	virtual RID render_target_get_vrs_texture(RID p_render_target) const override { return RID(); }
	virtual void render_target_set_override(RID p_render_target, RID p_color_texture, RID p_depth_texture, RID p_velocity_texture) override {}
	virtual RID render_target_get_override_color(RID p_render_target) const override { return RID(); }
	virtual RID render_target_get_override_depth(RID p_render_target) const override { return RID(); }
	virtual RID render_target_get_override_velocity(RID p_render_target) const override { return RID(); }
	virtual RID render_target_get_texture(RID p_render_target) override { return RID(); }
};
} 
#endif