### 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_READ_THREAD_GUARD_V(false);
	return physics_object_picking;
}
void Viewport::set_physics_object_picking_sort(bool p_enable) {
	ERR_MAIN_THREAD_GUARD;
	physics_object_picking_sort = p_enable;
}
bool Viewport::get_physics_object_picking_sort() {
	ERR_READ_THREAD_GUARD_V(false);
	return physics_object_picking_sort;
}
Vector2 Viewport::get_camera_coords(const Vector2 &p_viewport_coords) const {
	ERR_READ_THREAD_GUARD_V(Vector2());
	Transform2D xf = stretch_transform * global_canvas_transform;
	return xf.xform(p_viewport_coords);
}
Vector2 Viewport::get_camera_rect_size() const {
	ERR_READ_THREAD_GUARD_V(Vector2());
	return size;
}
void Viewport::set_disable_input(bool p_disable) {