### 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)

StringName shortcut_input_group;
	StringName unhandled_input_group;
	StringName unhandled_key_input_group;
	void _update_audio_listener_2d();
	bool disable_3d = false;
	void _propagate_viewport_notification(Node *p_node, int p_what);
	void _update_global_transform();
	RID texture_rid;
	DebugDraw debug_draw = DEBUG_DRAW_DISABLED;
	int positional_shadow_atlas_size = 2048;
	bool positional_shadow_atlas_16_bits = true;
	PositionalShadowAtlasQuadrantSubdiv positional_shadow_atlas_quadrant_subdiv[4];
	MSAA msaa_2d = MSAA_DISABLED;
	MSAA msaa_3d = MSAA_DISABLED;
	ScreenSpaceAA screen_space_aa = SCREEN_SPACE_AA_DISABLED;
	bool use_taa = false;
	Scaling3DMode scaling_3d_mode = SCALING_3D_MODE_BILINEAR;
	float scaling_3d_scale = 1.0;
	float fsr_sharpness = 0.2f;
	float texture_mipmap_bias = 0.0f;
	bool use_debanding = false;
	float mesh_lod_threshold = 1.0;
	bool use_occlusion_culling = false;
	Ref<ViewportTexture> default_texture;
	HashSet<ViewportTexture *> viewport_textures;
	void _update_viewport_path();
	SDFOversize sdf_oversize = SDF_OVERSIZE_120_PERCENT;
	SDFScale sdf_scale = SDF_SCALE_50_PERCENT;
	uint32_t canvas_cull_mask = 0xffffffff; 
	enum SubWindowDrag {