### 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(canvas_light_set_enabled, RID, bool)
	FUNC2(canvas_light_set_texture_scale, RID, float)
	FUNC2(canvas_light_set_transform, RID, const Transform2D &)
	FUNC2(canvas_light_set_texture, RID, RID)
	FUNC2(canvas_light_set_texture_offset, RID, const Vector2 &)
	FUNC2(canvas_light_set_color, RID, const Color &)
	FUNC2(canvas_light_set_height, RID, float)
	FUNC2(canvas_light_set_energy, RID, float)
	FUNC3(canvas_light_set_z_range, RID, int, int)
	FUNC3(canvas_light_set_layer_range, RID, int, int)
	FUNC2(canvas_light_set_item_cull_mask, RID, int)
	FUNC2(canvas_light_set_item_shadow_cull_mask, RID, int)
	FUNC2(canvas_light_set_directional_distance, RID, float)
	FUNC2(canvas_light_set_blend_mode, RID, CanvasLightBlendMode)
	FUNC2(canvas_light_set_shadow_enabled, RID, bool)
	FUNC2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
	FUNC2(canvas_light_set_shadow_color, RID, const Color &)
	FUNC2(canvas_light_set_shadow_smooth, RID, float)
	FUNCRIDSPLIT(canvas_light_occluder)
	FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID)
	FUNC2(canvas_light_occluder_set_enabled, RID, bool)
	FUNC2(canvas_light_occluder_set_polygon, RID, RID)
	FUNC2(canvas_light_occluder_set_as_sdf_collision, RID, bool)
	FUNC2(canvas_light_occluder_set_transform, RID, const Transform2D &)
	FUNC2(canvas_light_occluder_set_light_mask, RID, int)
	FUNCRIDSPLIT(canvas_occluder_polygon)
	FUNC3(canvas_occluder_polygon_set_shape, RID, const Vector<Vector2> &, bool)
	FUNC2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)
	FUNC1(canvas_set_shadow_texture_size, int)