### 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)



FUNC3(decal_set_fade, RID, float, float)
	FUNC2(decal_set_normal_fade, RID, float)
	
#undef ServerName
#undef server_name
#define ServerName RendererGI
#define server_name RSG::gi
	FUNCRIDSPLIT(voxel_gi)
	FUNC8(voxel_gi_allocate_data, RID, const Transform3D &, const AABB &, const Vector3i &, const Vector<uint8_t> &, const Vector<uint8_t> &, const Vector<uint8_t> &, const Vector<int> &)
	FUNC1RC(AABB, voxel_gi_get_bounds, RID)
	FUNC1RC(Vector3i, voxel_gi_get_octree_size, RID)
	FUNC1RC(Vector<uint8_t>, voxel_gi_get_octree_cells, RID)
	FUNC1RC(Vector<uint8_t>, voxel_gi_get_data_cells, RID)
	FUNC1RC(Vector<uint8_t>, voxel_gi_get_distance_field, RID)
	FUNC1RC(Vector<int>, voxel_gi_get_level_counts, RID)
	FUNC1RC(Transform3D, voxel_gi_get_to_cell_xform, RID)
	FUNC2(voxel_gi_set_dynamic_range, RID, float)
	FUNC2(voxel_gi_set_propagation, RID, float)
	FUNC2(voxel_gi_set_energy, RID, float)
	FUNC2(voxel_gi_set_baked_exposure_normalization, RID, float)
	FUNC2(voxel_gi_set_bias, RID, float)
	FUNC2(voxel_gi_set_normal_bias, RID, float)
	FUNC2(voxel_gi_set_interior, RID, bool)
	FUNC2(voxel_gi_set_use_two_bounces, RID, bool)
	
#undef ServerName
#undef server_name
#define ServerName RendererParticlesStorage
#define server_name RSG::particles_storage
	FUNCRIDSPLIT(particles)