### 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)

ERR_MAIN_THREAD_GUARD;
	if (fsr_sharpness == p_fsr_sharpness) {
		return;
	}
	if (p_fsr_sharpness < 0.0f) {
		p_fsr_sharpness = 0.0f;
	}
	fsr_sharpness = p_fsr_sharpness;
	RS::get_singleton()->viewport_set_fsr_sharpness(viewport, p_fsr_sharpness);
}
float Viewport::get_fsr_sharpness() const {
	ERR_READ_THREAD_GUARD_V(0);
	return fsr_sharpness;
}
void Viewport::set_texture_mipmap_bias(float p_texture_mipmap_bias) {
	ERR_MAIN_THREAD_GUARD;
	if (texture_mipmap_bias == p_texture_mipmap_bias) {
		return;
	}
	texture_mipmap_bias = p_texture_mipmap_bias;
	RS::get_singleton()->viewport_set_texture_mipmap_bias(viewport, p_texture_mipmap_bias);
}
float Viewport::get_texture_mipmap_bias() const {
	ERR_READ_THREAD_GUARD_V(0);
	return texture_mipmap_bias;
}
#endif 
void Viewport::_propagate_world_2d_changed(Node *p_node) {