### 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)



#undef server_name
#undef ServerName
#define ServerName RendererMaterialStorage
#define server_name RSG::material_storage
	FUNC3(global_shader_parameter_add, const StringName &, GlobalShaderParameterType, const Variant &)
	FUNC1(global_shader_parameter_remove, const StringName &)
	FUNC0RC(Vector<StringName>, global_shader_parameter_get_list)
	FUNC2(global_shader_parameter_set, const StringName &, const Variant &)
	FUNC2(global_shader_parameter_set_override, const StringName &, const Variant &)
	FUNC1RC(GlobalShaderParameterType, global_shader_parameter_get_type, const StringName &)
	FUNC1RC(Variant, global_shader_parameter_get, const StringName &)
	FUNC1(global_shader_parameters_load_settings, bool)
	FUNC0(global_shader_parameters_clear)
#undef server_name
#undef ServerName
#undef WRITE_ACTION
#undef SYNC_DEBUG
	
	virtual void free(RID p_rid) override {
		if (Thread::get_caller_id() == server_thread) {
			command_queue.flush_if_pending();
			_free(p_rid);
		} else {
			command_queue.push(this, &RenderingServerDefault::_free, p_rid);
		}
	}
	
	virtual void request_frame_drawn_callback(const Callable &p_callable) override;
	virtual void draw(bool p_swap_buffers, double frame_step) override;
	virtual void sync() override;