### 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_
return iterating > 0;
}
/
static uint64_t physics_process_max = 0;
static uint64_t process_max = 0;
static uint64_t navigation_process_max = 0;
bool Main::iteration() {
	/
	/
	iterating++;
	const uint64_t ticks = OS::get_singleton()->get_ticks_usec();
	Engine::get_singleton()->_frame_ticks = ticks;
	main_timer_sync.set_cpu_ticks_usec(ticks);
	main_timer_sync.set_fixed_fps(fixed_fps);
	const uint64_t ticks_elapsed = ticks - last_ticks;
	const int physics_ticks_per_second = Engine::get_singleton()->get_physics_ticks_per_second();
	const double physics_step = 1.0 / physics_ticks_per_second;
	const double time_scale = Engine::get_singleton()->get_time_scale();
	MainFrameTime advance = main_timer_sync.advance(physics_step, physics_ticks_per_second);