### 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)



FUNC2(particles_set_mode, RID, ParticlesMode)
	FUNC2(particles_set_emitting, RID, bool)
	FUNC1R(bool, particles_get_emitting, RID)
	FUNC2(particles_set_amount, RID, int)
	FUNC2(particles_set_lifetime, RID, double)
	FUNC2(particles_set_one_shot, RID, bool)
	FUNC2(particles_set_pre_process_time, RID, double)
	FUNC2(particles_set_explosiveness_ratio, RID, float)
	FUNC2(particles_set_randomness_ratio, RID, float)
	FUNC2(particles_set_custom_aabb, RID, const AABB &)
	FUNC2(particles_set_speed_scale, RID, double)
	FUNC2(particles_set_use_local_coordinates, RID, bool)
	FUNC2(particles_set_process_material, RID, RID)
	FUNC2(particles_set_fixed_fps, RID, int)
	FUNC2(particles_set_interpolate, RID, bool)
	FUNC2(particles_set_fractional_delta, RID, bool)
	FUNC1R(bool, particles_is_inactive, RID)
	FUNC3(particles_set_trails, RID, bool, float)
	FUNC2(particles_set_trail_bind_poses, RID, const Vector<Transform3D> &)
	FUNC1(particles_request_process, RID)
	FUNC1(particles_restart, RID)
	FUNC6(particles_emit, RID, const Transform3D &, const Vector3 &, const Color &, const Color &, uint32_t)
	FUNC2(particles_set_subemitter, RID, RID)
	FUNC2(particles_set_collision_base_size, RID, float)
	FUNC2(particles_set_transform_align, RID, RS::ParticlesTransformAlign)
	FUNC2(particles_set_draw_order, RID, RS::ParticlesDrawOrder)
	FUNC2(particles_set_draw_passes, RID, int)
	FUNC3(particles_set_draw_pass_mesh, RID, int, RID)
	FUNC1R(AABB, particles_get_current_aabb, RID)
	FUNC2(particles_set_emission_transform, RID, const Transform3D &)