Repository: godot
Issue: Running project crashes with no error message after Camera3D FOV changes
Labels: bug,topic:physics,needs testing,crash,topic:3d

### Tested versions

Found in: v4.2.stable.official
Reproducible in: v4.2.stable.official, v4.2.1.rc1.official, v4.1.3.stable.official, v4.0.stable.official
Not reproducible in: v3.6.beta3.official

### System information

Godot v4.2.stable - EndeavourOS #1 ZEN SMP PREEMPT_DYNAMIC Thu, 26 Oct 2023 00:51:53 +0000 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 with Max-Q Design () - Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 Threads)

### Issue description

It seems like a very specific issue, but when 3D physics are running on a separate thread, a Camera3D with a SpringArm parent that tries to change FOV while inside a CSG node that has collisions enabled will cause the game to crash with no error message.

If running the Godot editor from a terminal, this is printed out:

```
Godot Engine v4.2.stable.official.46dc27791 - https://godotengine.org
Vulkan API 1.3.242 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 2070 with Max-Q Design
 
ERROR: FATAL: Index p_index = 1 is out of bounds (count = 0).
   at: operator[] (./core/templates/local_vector.h:157)

================================================================
handle_crash: Program crashed with signal 4
Engine version: Godot Engine v4.2.stable.official (46dc277917a93cbf601bbcf0d27d00f6feeec0d5)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/libc.so.6(+0x3e710) [0x7fddecc38710] (??:0)
[2] /home/pedro/Documents/Godot Projects/Godot_v4.2-stable_linux.x86_64() [0x30400ca] (??:0)
[3] /home/pedro/Documents/Godot Projects/Godot_v4.2-stable_linux.x86_64() [0x2faaf66] (??:0)
[4] /home/pedro/Documents/Godot Projects/Godot_v4.2-stable_linux.x86_64() [0x362bb84] (??:0)
[5] /home/pedro/Documents/Godot Projects/Godot_v4.2-stable_linux.x86_64() [0x402ad9c] (??:0)
[6] /home/pedro/Documents/Godot Projects/Godot_v4.2-stable_linux.x86_64() [0x367c670] (??:0)
[7] /home/pedro/Documents/Godot Projects/Godot_v4.2-stable_linux.x86_64() [0x3dbcb5b] (??:0)
[8] /home/pedro/Documents/Godot Projects/Godot_v4.2-stable_linux.x86_64() [0x367e0d5] (??:0)
[9] /home/pedro/Documents/Godot Projects/Godot_v4.2-stable_linux.x86_64() [0x34809db] (??:0)
[10] /home/pedro/Documents/Godot Projects/Godot_v4.2-stable_linux.x86_64() [0x30298fb] (??:0)
[11] /home/pedro/Documents/Godot Projects/Godot_v4.2-stable_linux.x86_64() [0x30298fb] (??:0)
[12] /home/pedro/Documents/Godot Projects/Godot_v4.2-stable_linux.x86_64() [0x3062a08] (??:0)
[13] /home/pedro/Documents/Godot Projects/Godot_v4.2-stable_linux.x86_64() [0x34b6991] (??:0)
[14] /home/pedro/Documents/Godot Projects/Godot_v4.2-stable_linux.x86_64() [0x3064ca1] (??:0)
[15] /home/pedro/Documents/Godot Projects/Godot_v4.2-stable_linux.x86_64() [0x262f66d] (??:0)
[16] /home/pedro/Documents/Godot Projects/Godot_v4.2-stable_linux.x86_64() [0x3b299e8] (??:0)
[17] /home/pedro/Documents/Godot Projects/Godot_v4.2-stable_linux.x86_64() [0x208f1cd] (??:0)
[18] /home/pedro/Documents/Godot Projects/Godot_v4.2-stable_linux.x86_64() [0x20905bb] (??:0)
[19] /home/pedro/Documents/Godot Projects/Godot_v4.2-stable_linux.x86_64() [0x2090b87] (??:0)
[20] /home/pedro/Documents/Godot Projects/Godot_v4.2-stable_linux.x86_64() [0x4f8b3e] (??:0)
[21] /home/pedro/Documents/Godot Projects/Godot_v4.2-stable_linux.x86_64() [0x41ed28] (??:0)
[22] /usr/lib/libc.so.6(+0x27cd0) [0x7fddecc21cd0] (??:0)
[23] /usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7fddecc21d8a] (??:0)
[24] /home/pedro/Documents/Godot Projects/Godot_v4.2-stable_linux.x86_64() [0x42aa6a] (??:0)
-- END OF BACKTRACE --
================================================================
```

I found this while working on my third person game that used the inside of a giant CSGSphere3D as an environment
![image](https://github.com/godotengine/godot/assets/62529272/aa3123c8-be89-4ae0-b3f0-9f005261dfa6)


### Steps to reproduce

- Start new project
- Switch 3D physics to run on separate thread
- Add Node3D to scene
- Add SpringArm and a Camera3D as child of the SpringArm
- Add CSGBox3D
- Enable use collision on CSGBox3D
- Add script to camera that lets you change the FOV
- Run project and change FOV

### Minimal reproduction project (MRP)

Brand new project that follows the reproduction steps exactly (not project dependent, but you'll probably want to make your own anyway since it's so simple): 
[fov-bug-mrp.zip](https://github.com/godotengine/godot/files/13640304/fov-bug-mrp.zip)