### 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)

if (gui.mouse_over && !needs_exit.is_empty() && needs_exit[0] == (int)gui.mouse_over_hierarchy.size() - 1) {
		gui.mouse_over->notification(Control::NOTIFICATION_MOUSE_EXIT_SELF);
		gui.mouse_over = nullptr;
	}
	
	for (int exit_control_index : needs_exit) {
		gui.mouse_over_hierarchy[exit_control_index]->notification(Control::NOTIFICATION_MOUSE_EXIT);
	}
	
	gui.mouse_over_hierarchy.resize(new_mouse_over_hierarchy.size());
	for (int i = 0; i < (int)new_mouse_over_hierarchy.size(); i++) {
		gui.mouse_over_hierarchy[i] = new_mouse_over_hierarchy[new_mouse_over_hierarchy.size() - 1 - i];
	}
	
	for (int i = needs_enter.size() - 1; i >= 0; i--) {
		needs_enter[i]->notification(Control::NOTIFICATION_MOUSE_ENTER);
	}
}
Window *Viewport::get_base_window() const {
	ERR_READ_THREAD_GUARD_V(nullptr);
	ERR_FAIL_COND_V(!is_inside_tree(), nullptr);
	Viewport *v = const_cast<Viewport *>(this);
	Window *w = Object::cast_to<Window>(v);
	while (!w) {
		v = v->get_parent_viewport();
		w = Object::cast_to<Window>(v);
	}
	return w;
}
void Viewport::_gui_remove_focus_for_window(Node *p_window) {