### 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)

Ref<InputEventMouse> me = ev;
	if (me.is_valid()) {
		gui.last_mouse_pos = me->get_position();
		_update_mouse_over();
	}
	if (is_embedding_subwindows() && _sub_windows_forward_input(ev)) {
		set_input_as_handled();
		return;
	}
	if (!_can_consume_input_events()) {
		return;
	}
	if (!is_input_handled()) {
		ERR_FAIL_COND(!is_inside_tree());
		get_tree()->_call_input_pause(input_group, SceneTree::CALL_INPUT_TYPE_INPUT, ev, this); 
	}
	if (!is_input_handled()) {
		ERR_FAIL_COND(!is_inside_tree());
		_gui_input_event(ev);
	} else {
		
		_gui_cleanup_internal_state(ev);
	}
	if (!is_input_handled()) {
		_push_unhandled_input_internal(ev);
	}
	event_count++;
}
#ifndef DISABLE_DEPRECATED
void Viewport::push_unhandled_input(const Ref<InputEvent> &p_event, bool p_local_coords) {