### Godot version

v4.2.beta2.official [f8818f85e]

### System information

Windows 10, 64bit

### Issue description

Some times can't add node in visualshader editor

### Steps to reproduce

1. Open a VisualShader file for edit.
2. Click the `Add Node...` button, it will popup menu, it is OK.
3. Direct close the menu.
4. Clikd the `Add Node...` again, the menu can't popup.
![GIF](https://github.com/godotengine/godot/assets/35988767/1326c63e-3e05-4423-9ec7-7ce305b3f4f5)

### Minimal reproduction project

/
editor->call_deferred(SNAME("_varying_select_item"), varying, get_item_text(p_item));
	}
	void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeVarying> &p_varying, VisualShader::Type p_type) {
		editor = p_editor;
		varying = p_varying;
		Ref<Texture2D> type_icon[] = {
			EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("float"), EditorStringName(EditorIcons)),
			EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("int"), EditorStringName(EditorIcons)),
			EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("uint"), EditorStringName(EditorIcons)),
			EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector2"), EditorStringName(EditorIcons)),
			EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector3"), EditorStringName(EditorIcons)),
			EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Vector4"), EditorStringName(EditorIcons)),
			EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("bool"), EditorStringName(EditorIcons)),
			EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Transform3D"), EditorStringName(EditorIcons)),
		};
		bool is_getter = Ref<VisualShaderNodeVaryingGetter>(p_varying.ptr()).is_valid();
		add_item("[None]");
		int to_select = -1;
		for (int i = 0, j = 0; i < varying->get_varyings_count(); i++) {
			VisualShader::VaryingMode mode = varying->get_varying_mode_by_index(i);
			if (is_getter) {
				if (mode == VisualShader::VARYING_MODE_FRAG_TO_LIGHT) {
					if (p_type != VisualShader::TYPE_LIGHT) {
						j++;
						continue;
					}