Quick answer: Do not read a deferred result in the same call stack; move dependent logic into the deferred callback, into _process next frame, or await a signal that fires after the change is applied.
You call set_deferred("visible", true) and then immediately branch on visible, but it is still false. Deferred operations run later, not inline. Here is how to order code that depends on a deferred change.
How to fix it
1. Do dependent work in the deferred call
Instead of deferring a setter and then reading it, defer a method that performs both the change and the dependent logic together so they happen in the same idle pass.
2. Wait a frame before reading
If you genuinely need the applied value, read it next frame in _process or after await get_tree().process_frame, by which point the deferred queue has flushed.
3. Set directly when on the main thread
If you are already on the main thread and outside a signal that forbids the change, set the property directly rather than deferring, so it applies immediately.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.