### 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)



}                                                                                                                        \
		return ret;                                                                                                              \
	}
	
	FUNCRIDTEX1(texture_2d, const Ref<Image> &)
	FUNCRIDTEX2(texture_2d_layered, const Vector<Ref<Image>> &, TextureLayeredType)
	FUNCRIDTEX6(texture_3d, Image::Format, int, int, int, bool, const Vector<Ref<Image>> &)
	FUNCRIDTEX1(texture_proxy, RID)
	
	FUNC3(texture_2d_update, RID, const Ref<Image> &, int)
	FUNC2(texture_3d_update, RID, const Vector<Ref<Image>> &)
	FUNC2(texture_proxy_update, RID, RID)
	
	FUNCRIDTEX0(texture_2d_placeholder)
	FUNCRIDTEX1(texture_2d_layered_placeholder, TextureLayeredType)
	FUNCRIDTEX0(texture_3d_placeholder)
	FUNC1RC(Ref<Image>, texture_2d_get, RID)
	FUNC2RC(Ref<Image>, texture_2d_layer_get, RID, int)
	FUNC1RC(Vector<Ref<Image>>, texture_3d_get, RID)
	FUNC2(texture_replace, RID, RID)
	FUNC3(texture_set_size_override, RID, int, int)
#if 0
	FUNC2(texture_bind, RID, uint32_t)
#endif
	FUNC3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
	FUNC3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *)
	FUNC3(texture_set_detect_roughness_callback, RID, TextureDetectRoughnessCallback, void *)
	FUNC2(texture_set_path, RID, const String &)
	FUNC1RC(String, texture_get_path, RID)
	FUNC1(texture_debug_usage, List<TextureInfo> *)