### 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)

BIND_ENUM_CONSTANT(SCREEN_SPACE_AA_FXAA);
	BIND_ENUM_CONSTANT(SCREEN_SPACE_AA_MAX);
	BIND_ENUM_CONSTANT(RENDER_INFO_OBJECTS_IN_FRAME);
	BIND_ENUM_CONSTANT(RENDER_INFO_PRIMITIVES_IN_FRAME);
	BIND_ENUM_CONSTANT(RENDER_INFO_DRAW_CALLS_IN_FRAME);
	BIND_ENUM_CONSTANT(RENDER_INFO_MAX);
	BIND_ENUM_CONSTANT(RENDER_INFO_TYPE_VISIBLE);
	BIND_ENUM_CONSTANT(RENDER_INFO_TYPE_SHADOW);
	BIND_ENUM_CONSTANT(RENDER_INFO_TYPE_MAX);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_DISABLED);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_UNSHADED);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_LIGHTING);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_OVERDRAW);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_WIREFRAME);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_NORMAL_BUFFER);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_VOXEL_GI_ALBEDO);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_VOXEL_GI_LIGHTING);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_VOXEL_GI_EMISSION);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_SHADOW_ATLAS);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_SCENE_LUMINANCE);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_SSAO);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_SSIL);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_PSSM_SPLITS);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_DECAL_ATLAS);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_SDFGI);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_SDFGI_PROBES);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_GI_BUFFER);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_DISABLE_LOD);
	BIND_ENUM_CONSTANT(DEBUG_DRAW_CLUSTER_OMNI_LIGHTS);