### Godot version

4.1 beta 3

### System information

Windows 11

### Issue description

Project builds and displays fine in all releases of Godot 4.x up until and including 4.1 beta 2.
When opening the project in 4.1 beta 3, it builds to a black screen, without crashing.

Switching from the Compatibility Renderer to Forward+ solves the issue.
Switching back to Compatibility breaks the build again

Reverting back to beta 2 also solves the issue, regardless of the renderer used.

### Steps to reproduce

- create a project in a version of Godot 4.x prior to beta 3, using the Compatibility renderer
- open and build the project in Godot 4.1 beta 3
- switch between different renderers to get the build to display 


### Minimal reproduction project

N/A
return RID();
}
void TextureStorage::decal_initialize(RID p_rid) {
}
void TextureStorage::decal_set_size(RID p_decal, const Vector3 &p_size) {
}
void TextureStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) {
}
void TextureStorage::decal_set_emission_energy(RID p_decal, float p_energy) {
}
void TextureStorage::decal_set_albedo_mix(RID p_decal, float p_mix) {
}
void TextureStorage::decal_set_modulate(RID p_decal, const Color &p_modulate) {
}
void TextureStorage::decal_set_cull_mask(RID p_decal, uint32_t p_layers) {
}
void TextureStorage::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) {
}
void TextureStorage::decal_set_fade(RID p_decal, float p_above, float p_below) {
}
void TextureStorage::decal_set_normal_fade(RID p_decal, float p_fade) {