### 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_
MAIN_PRINT("Main: Image");
				RenderingServer::get_singleton()->set_boot_image(splash, boot_bg_color, false);
#endif
			}
#if defined(TOOLS_ENABLED) && defined(MACOS_ENABLED)
			if (OS::get_singleton()->get_bundle_icon_path().is_empty()) {
				Ref<Image> icon = memnew(Image(app_icon_png));
				DisplayServer::get_singleton()->set_icon(icon);
			}
#endif
		}
		MAIN_PRINT("Main: Clear Color");
		DisplayServer::set_early_window_clear_color_override(false);
		RenderingServer::get_singleton()->set_default_clear_color(
				GLOBAL_GET("rendering/environment/defaults/default_clear_color"));
		GLOBAL_DEF_BASIC(PropertyInfo(Variant::STRING, "application/config/icon", PROPERTY_HINT_FILE, "*.png,*.webp,*.svg"), String());
		GLOBAL_DEF(PropertyInfo(Variant::STRING, "application/config/macos_native_icon", PROPERTY_HINT_FILE, "*.icns"), String());
		GLOBAL_DEF(PropertyInfo(Variant::STRING, "application/config/windows_native_icon", PROPERTY_HINT_FILE, "*.ico"), String());
		MAIN_PRINT("Main: Touch Input");
		Input *id = Input::get_singleton();
		if (id) {
			agile_input_event_flushing = GLOBAL_DEF("input_devices/buffering/agile_event_flushing", false);
			if (bool(GLOBAL_DEF_BASIC("input_devices/pointing/emulate_touch_from_mouse", false)) &&
					!(editor || project_manager)) {
				if (!DisplayServer::get_singleton()->is_touchscreen_available()) {
					/
					id->set_emulate_touch_from_mouse(true);
				}
			}
			id->set_emulate_mouse_from_touch(bool(GLOBAL_DEF_BASIC("input_devices/pointing/emulate_mouse_from_touch", true)));