### Tested versions

Godot Engine v4.2.stable.official.46dc27791

### System information

Windows 10

### Issue description

When exporting to web, Godot fails with this error in the console:

> scene/main/window.cpp:884 - Attempting to make child window exclusive, but the parent window already has another exclusive child. This window: /root/@<!-- -->EditorNode@<!-- -->17120/@<!-- -->Panel@<!-- -->13/@<!-- -->ProjectExportDialog@<!-- -->559/@<!-- -->VBoxContainer@<!-- -->137/@<!-- -->AcceptDialog@<!-- -->411, parent window: /root/@<!-- -->EditorNode@<!-- -->17120/@<!-- -->Panel@<!-- -->13/@<!-- -->ProjectExportDialog@<!-- -->559, current exclusive child window: /root/@<!-- -->EditorNode@<!-- -->17120/@<!-- -->Panel@<!-- -->13/@<!-- -->ProjectExportDialog@<!-- -->559/@<!-- -->ProgressDialog@<!-- -->17444

![a](https://github.com/godotengine/godot/assets/2000051/bf9d22aa-d3fe-4e11-bff6-c387e740fe90)

This happens for newly created empty projects.


### Steps to reproduce

1. Open the attached project (or create a new project).
2. Project->Export->Export All
3. Observe the console error.  No output files are generated.


### Minimal reproduction project (MRP)

[export_test.zip](https://github.com/godotengine/godot/files/13574810/export_test.zip)

for (const KeyValue<String, String> &E : plist_values) {
			String key = E.key;
			String value = E.value;
			if (key.is_empty() || value.is_empty()) {
				continue;
			}
			p_config_data.plist_content += key + value + "\n";
		}
	}
	
	{
		
		err = _export_additional_assets(dest_dir, plugin_linked_dependencies, true, false, r_exported_assets);
		ERR_FAIL_COND_V(err, err);
		
		err = _export_additional_assets(dest_dir, plugin_embedded_dependencies, true, true, r_exported_assets);
		ERR_FAIL_COND_V(err, err);
		
		err = _export_additional_assets(dest_dir, plugin_files, false, false, r_exported_assets);
		ERR_FAIL_COND_V(err, err);
	}
	
	{
		Dictionary plugin_format;
		plugin_format["definition"] = plugin_definition_cpp_code;
		plugin_format["initialization"] = plugin_initialization_cpp_code;
		plugin_format["deinitialization"] = plugin_deinitialization_cpp_code;
		String plugin_cpp_code = "\n// Godot Plugins\n"
								 "void godot_ios_plugins_initialize();\n"
								 "void godot_ios_plugins_deinitialize();\n"