### Godot version

4.1 and 4.0.3 debug build

### System information

OS: Manjaro Linux x86_64
Kernel: 6.1.38-1-MANJARO 
CPU: AMD Ryzen 5 5600X (12) @ 3.700GHz 
GPU: NVIDIA GeForce RTX 3070 Ti
X11 backend
OpenGL API 3.3.0 NVIDIA 535.54.03

### Issue description

Game crashes silently after switching to compatibility rendering method. 
It's a pure 2D game. Forward+ and mobile work fine.

logs in console:

[4.0.3 debug build](https://github.com/Calinou/godot-debug-builds):
```
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.0.3.stable.custom_build (5222a99f5d38cd5346254cefed8f65315bca4fcb)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/libc.so.6(+0x39ab0) [0x7fe425c9dab0] (??:0)
[2] /usr/lib/libGLdispatch.so.0(+0x4d6c9) [0x7fe4176de6c9] (??:0)
-- END OF BACKTRACE --
================================================================

```

4.1 official:
```
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.1.stable.official (970459615f6b2b4151742ec6d7ef8559f87fd5c5)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/libc.so.6(+0x39ab0) [0x7fc48dfd9ab0] (??:0)
[2] /usr/lib/libGLdispatch.so.0(+0x4d6c9) [0x7fc48462b6c9] (??:0)
-- END OF BACKTRACE --
================================================================

```


### Steps to reproduce

Switch to compatibility rendering method and run game in editor.

### Minimal reproduction project
[signal11.zip](https://github.com/godotengine/godot/files/12061947/signal11.zip)



command_queue(p_create_thread) {
	RenderingServer::init();
	create_thread = p_create_thread;
	if (!p_create_thread) {
		server_thread = Thread::get_caller_id();
	} else {
		server_thread = 0;
	}
	RSG::threaded = p_create_thread;
	RSG::canvas = memnew(RendererCanvasCull);
	RSG::viewport = memnew(RendererViewport);
	RendererSceneCull *sr = memnew(RendererSceneCull);
	RSG::camera_attributes = memnew(RendererCameraAttributes);
	RSG::scene = sr;
	RSG::rasterizer = RendererCompositor::create();
	RSG::utilities = RSG::rasterizer->get_utilities();
	RSG::light_storage = RSG::rasterizer->get_light_storage();
	RSG::material_storage = RSG::rasterizer->get_material_storage();
	RSG::mesh_storage = RSG::rasterizer->get_mesh_storage();
	RSG::particles_storage = RSG::rasterizer->get_particles_storage();
	RSG::texture_storage = RSG::rasterizer->get_texture_storage();
	RSG::gi = RSG::rasterizer->get_gi();
	RSG::fog = RSG::rasterizer->get_fog();
	RSG::canvas_render = RSG::rasterizer->get_canvas();
	sr->set_scene_render(RSG::rasterizer->get_scene());
	frame_profile_frame = 0;
}
RenderingServerDefault::~RenderingServerDefault() {