### 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(viewport_set_use_occlusion_culling, RID, bool)
	FUNC1(viewport_set_occlusion_rays_per_thread, int)
	FUNC1(viewport_set_occlusion_culling_build_quality, ViewportOcclusionCullingBuildQuality)
	FUNC2(viewport_set_mesh_lod_threshold, RID, float)
	FUNC3R(int, viewport_get_render_info, RID, ViewportRenderInfoType, ViewportRenderInfo)
	FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw)
	FUNC2(viewport_set_measure_render_time, RID, bool)
	FUNC1RC(double, viewport_get_measured_render_time_cpu, RID)
	FUNC1RC(double, viewport_get_measured_render_time_gpu, RID)
	FUNC1RC(RID, viewport_find_from_screen_attachment, DisplayServer::WindowID)
	FUNC2(call_set_vsync_mode, DisplayServer::VSyncMode, DisplayServer::WindowID)
	FUNC2(viewport_set_vrs_mode, RID, ViewportVRSMode)
	FUNC2(viewport_set_vrs_texture, RID, RID)
	
#undef server_name
#undef ServerName
#define ServerName RenderingMethod
#define server_name RSG::scene
	FUNC1(voxel_gi_set_quality, VoxelGIQuality)
	
	FUNCRIDSPLIT(sky)
	FUNC2(sky_set_radiance_size, RID, int)
	FUNC2(sky_set_mode, RID, SkyMode)
	FUNC2(sky_set_material, RID, RID)
	FUNC4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
	FUNCRIDSPLIT(environment)
	FUNC2(environment_set_background, RID, EnvironmentBG)
	FUNC2(environment_set_sky, RID, RID)
	FUNC2(environment_set_sky_custom_fov, RID, float)
	FUNC2(environment_set_sky_orientation, RID, const Basis &)