### 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)

DEBUG_DRAW_DISABLED,
		DEBUG_DRAW_UNSHADED,
		DEBUG_DRAW_LIGHTING,
		DEBUG_DRAW_OVERDRAW,
		DEBUG_DRAW_WIREFRAME,
		DEBUG_DRAW_NORMAL_BUFFER,
		DEBUG_DRAW_VOXEL_GI_ALBEDO,
		DEBUG_DRAW_VOXEL_GI_LIGHTING,
		DEBUG_DRAW_VOXEL_GI_EMISSION,
		DEBUG_DRAW_SHADOW_ATLAS,
		DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS,
		DEBUG_DRAW_SCENE_LUMINANCE,
		DEBUG_DRAW_SSAO,
		DEBUG_DRAW_SSIL,
		DEBUG_DRAW_PSSM_SPLITS,
		DEBUG_DRAW_DECAL_ATLAS,
		DEBUG_DRAW_SDFGI,
		DEBUG_DRAW_SDFGI_PROBES,
		DEBUG_DRAW_GI_BUFFER,
		DEBUG_DRAW_DISABLE_LOD,
		DEBUG_DRAW_CLUSTER_OMNI_LIGHTS,
		DEBUG_DRAW_CLUSTER_SPOT_LIGHTS,
		DEBUG_DRAW_CLUSTER_DECALS,
		DEBUG_DRAW_CLUSTER_REFLECTION_PROBES,
		DEBUG_DRAW_OCCLUDERS,
		DEBUG_DRAW_MOTION_VECTORS,
		DEBUG_DRAW_INTERNAL_BUFFER,
	};
	enum DefaultCanvasItemTextureFilter {