### 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)

#include "scene/resources/mesh.h"
#include "scene/resources/text_line.h"
#include "scene/resources/world_2d.h"
#include "scene/scene_string_names.h"
#include "servers/audio_server.h"
#include "servers/rendering/rendering_server_globals.h"
void ViewportTexture::setup_local_to_scene() {
	
	if (!vp_changed) {
		return;
	}
	if (vp_pending) {
		return;
	}
	Node *loc_scene = get_local_scene();
	if (!loc_scene) {
		return;
	}
	if (vp) {
		vp->viewport_textures.erase(this);
		vp = nullptr;
	}
	if (loc_scene->is_ready()) {
		_setup_local_to_scene(loc_scene);
	} else {
		loc_scene->connect(SNAME("ready"), callable_mp(this, &ViewportTexture::_setup_local_to_scene).bind(loc_scene), CONNECT_ONE_SHOT);
		vp_pending = true;
	}
}
void ViewportTexture::reset_local_to_scene() {