### Godot version

4.2

### System information

Windows 11

### Issue description

I started a project in Godot 4 and updated Godot and ended up with Godot 4.2dev_6 because this was compatible with the modi_player addon and Glow at the same time. Other Versions either had framrate issues (like the main problem i have now) or the addon not working.

After Godot 4.2 stable came out, I tried to work in my game with this Version and get massive framerate issues (5fps) in the forward+ and mobile renderer, even in an empty scene. I tried turning off hdr / glow and changed other project settings, but nothing works. 
When I change to the Compatibility render I get the maximum amount of frames possible.

I have a Asus Rog Flow X13, Ryzen 7, GTX 1650 with Max-Q Design and a AMD Radeon Graphics 


### Steps to reproduce

its only in this project, no else, but here are the stept I did with the Game.
- Started dev. in Godot 4.0
- Updated to Godot 4.1
- Installed Godot4.2_dev 3 for hdr glow (in 2D)
- changed to Godot 4.2dev6 because of the midi player addon
- now used a backup copy of my game to test Godot 4.2 stable

### Minimal reproduction project

I won't upload my game here, because I'm pretty far in developement.
Vector<String> msgs;
	msgs.resize(transn_map.size());
	int idx = 0;
	for (const KeyValue<StringName, StringName> &E : transn_map) {
		msgs.set(idx, E.value);
		idx += 1;
	}
	return msgs;
}
void Transn::_set_messages(const Dictionary &p_messages) {
	List<Variant> keys;
	p_messages.get_key_list(&keys);
	for (const Variant &E : keys) {
		transn_map[E] = p_messages[E];
	}
}
void Transn::set_locale(const String &p_locale) {
	locale = TransnServer::get_singleton()->standardize_locale(p_locale);
	if (Thread::is_main_thread()) {
		_notify_transn_changed_if_applies();
	} else {
		
		callable_mp(this, &Transn::_notify_transn_changed_if_applies).call_deferred();
	}
}
void Transn::_notify_transn_changed_if_applies() {