### 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 ServerName
#define ServerName RenderingMethod
#define server_name RSG::scene
	
	FUNCRIDSPLIT(camera)
	FUNC4(camera_set_perspective, RID, float, float, float)
	FUNC4(camera_set_orthogonal, RID, float, float, float)
	FUNC5(camera_set_frustum, RID, float, Vector2, float, float)
	FUNC2(camera_set_transform, RID, const Transform3D &)
	FUNC2(camera_set_cull_mask, RID, uint32_t)
	FUNC2(camera_set_environment, RID, RID)
	FUNC2(camera_set_camera_attributes, RID, RID)
	FUNC2(camera_set_use_vertical_aspect, RID, bool)
	
	FUNCRIDSPLIT(occluder)
	FUNC3(occluder_set_mesh, RID, const PackedVector3Array &, const PackedInt32Array &)
#undef server_name
#undef ServerName
#define ServerName RendererViewport
#define server_name RSG::viewport
	
	FUNCRIDSPLIT(viewport)
	FUNC2(viewport_set_use_xr, RID, bool)
	FUNC3(viewport_set_size, RID, int, int)
	FUNC2(viewport_set_active, RID, bool)
	FUNC2(viewport_set_parent_viewport, RID, RID)
	FUNC2(viewport_set_clear_mode, RID, ViewportClearMode)
	FUNC3(viewport_attach_to_screen, RID, const Rect2 &, int)
	FUNC2(viewport_set_render_direct_to_screen, RID, bool)
	FUNC2(viewport_set_scaling_3d_mode, RID, ViewportScaling3DMode)