### 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_
RenderingServer::get_singleton()->is_render_loop_enabled()) {
		if ((!force_redraw_requested) && OS::get_singleton()->is_in_low_processor_usage_mode()) {
			if (RenderingServer::get_singleton()->has_changed()) {
				RenderingServer::get_singleton()->draw(true, scaled_step); /
				Engine::get_singleton()->frames_drawn++;
			}
		} else {
			RenderingServer::get_singleton()->draw(true, scaled_step); /
			Engine::get_singleton()->frames_drawn++;
			force_redraw_requested = false;
		}
	}
	process_ticks = OS::get_singleton()->get_ticks_usec() - process_begin;
	process_max = MAX(process_ticks, process_max);
	uint64_t frame_time = OS::get_singleton()->get_ticks_usec() - ticks;
	for (int i = 0; i < ScriptServer::get_language_count(); i++) {
		ScriptServer::get_language(i)->frame();
	}
	AudioServer::get_singleton()->update();
	if (EngineDebugger::is_active()) {
		EngineDebugger::get_singleton()->iteration(frame_time, process_ticks, physics_process_ticks, physics_step);
	}
	frames++;
	Engine::get_singleton()->_process_frames++;
	if (frame > 1000000) {
		/
		if (hide_print_fps_attempts == 0) {
			if (editor || project_manager) {
				if (print_fps) {
					print_line(vformat("Editor FPS: %d (%s mspf)", frames, rtos(1000.0 / frames).pad_decimals(2)));