### 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_
sml->get_root()->set_default_canvas_item_texture_filter(
					Viewport::DefaultCanvasItemTextureFilter(texture_filter));
			sml->get_root()->set_default_canvas_item_texture_repeat(
					Viewport::DefaultCanvasItemTextureRepeat(texture_repeat));
		}
#ifdef TOOLS_ENABLED
		if (editor) {
			bool editor_embed_subwindows = EditorSettings::get_singleton()->get_setting(
					"interface/editor/single_window_mode");
			if (editor_embed_subwindows) {
				sml->get_root()->set_embedding_subwindows(true);
			}
		}
#endif
		String local_game_path;
		if (!game_path.is_empty() && !project_manager) {
			local_game_path = game_path.replace("\\", "/");
			if (!local_game_path.begins_with("res://")) {
				bool absolute =
						(local_game_path.size() > 1) && (local_game_path[0] == '/' || local_game_path[1] == ':');
				if (!absolute) {
					if (ProjectSettings::get_singleton()->is_using_datapack()) {
						local_game_path = "res://" + local_game_path;
					} else {
						int sep = local_game_path.rfind("/");
						if (sep == -1) {
							Ref<DirAccess> da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
							ERR_FAIL_COND_V(da.is_null(), false);
							local_game_path = da->get_current_dir().path_join(local_game_path);
						} else {