### 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_
double process_step = advance.process_step;
	double scaled_step = process_step * time_scale;
	Engine::get_singleton()->_process_step = process_step;
	Engine::get_singleton()->_physics_interpolation_fraction = advance.interpolation_fraction;
	uint64_t physics_process_ticks = 0;
	uint64_t process_ticks = 0;
	uint64_t navigation_process_ticks = 0;
	frame += ticks_elapsed;
	last_ticks = ticks;
	const int max_physics_steps = Engine::get_singleton()->get_max_physics_steps_per_frame();
	if (fixed_fps == -1 && advance.physics_steps > max_physics_steps) {
		process_step -= (advance.physics_steps - max_physics_steps) * physics_step;
		advance.physics_steps = max_physics_steps;
	}
	bool exit = false;
	/
	XRServer::get_singleton()->_process();
	NavigationServer2D::get_singleton()->sync();
	NavigationServer3D::get_singleton()->sync();
	for (int iters = 0; iters < advance.physics_steps; ++iters) {
		if (Input::get_singleton()->is_using_input_buffering() && agile_input_event_flushing) {
			Input::get_singleton()->flush_buffered_events();
		}
		Engine::get_singleton()->_in_physics = true;
		uint64_t physics_begin = OS::get_singleton()->get_ticks_usec();
		PhysicsServer3D::get_singleton()->sync();
		PhysicsServer3D::get_singleton()->flush_queries();
		PhysicsServer2D::get_singleton()->sync();
		PhysicsServer2D::get_singleton()->flush_queries();
		if (OS::get_singleton()->get_main_loop()->physics_process(physics_step * time_scale)) {