### 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_MAIN_THREAD_GUARD;
	WARN_DEPRECATED_MSG(R"*(The "push_unhandled_input()" method is deprecated, use "push_input()" instead.)*");
	ERR_FAIL_COND(!is_inside_tree());
	ERR_FAIL_COND(p_event.is_null());
	local_input_handled = false;
	if (disable_input || !_can_consume_input_events()) {
		return;
	}
	if (Engine::get_singleton()->is_editor_hint() && get_tree()->get_edited_scene_root() && get_tree()->get_edited_scene_root()->is_ancestor_of(this)) {
		return;
	}
	Ref<InputEvent> ev;
	if (!p_local_coords) {
		ev = _make_input_local(p_event);
	} else {
		ev = p_event;
	}
	_push_unhandled_input_internal(ev);
}
#endif 
void Viewport::_push_unhandled_input_internal(const Ref<InputEvent> &p_event) {