### 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)



if (p_info == RENDERING_INFO_TOTAL_OBJECTS_IN_FRAME) {
		return RSG::viewport->get_total_objects_drawn();
	} else if (p_info == RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME) {
		return RSG::viewport->get_total_primitives_drawn();
	} else if (p_info == RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME) {
		return RSG::viewport->get_total_draw_calls_used();
	}
	return RSG::utilities->get_rendering_info(p_info);
}
String RenderingServerDefault::get_video_adapter_name() const {
	return RSG::utilities->get_video_adapter_name();
}
String RenderingServerDefault::get_video_adapter_vendor() const {
	return RSG::utilities->get_video_adapter_vendor();
}
RenderingDevice::DeviceType RenderingServerDefault::get_video_adapter_type() const {
	return RSG::utilities->get_video_adapter_type();
}
String RenderingServerDefault::get_video_adapter_api_version() const {
	return RSG::utilities->get_video_adapter_api_version();
}
void RenderingServerDefault::set_frame_profiling_enabled(bool p_enable) {
	RSG::utilities->capturing_timestamps = p_enable;
}
uint64_t RenderingServerDefault::get_frame_profile_frame() {
	return frame_profile_frame;
}
Vector<RenderingServer::FrameProfileArea> RenderingServerDefault::get_frame_profile() {