### 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)



uint64_t frame_profile_frame;
	Vector<FrameProfileArea> frame_profile;
	double frame_setup_time = 0;
	
	bool print_gpu_profile = false;
	HashMap<String, float> print_gpu_profile_task_time;
	uint64_t print_frame_profile_ticks_from = 0;
	uint32_t print_frame_profile_frame_count = 0;
	mutable CommandQueueMT command_queue;
	static void _thread_callback(void *_instance);
	void _thread_loop();
	Thread::ID server_thread;
	SafeFlag exit;
	Thread thread;
	SafeFlag draw_thread_up;
	bool create_thread;
	void _thread_draw(bool p_swap_buffers, double frame_step);
	void _thread_flush();
	void _thread_exit();
	Mutex alloc_mutex;
	void _draw(bool p_swap_buffers, double frame_step);
	void _init();
	void _finish();
	void _free(RID p_rid);
public:
	
	
#ifdef DEBUG_CHANGES
	_FORCE_INLINE_ static void redraw_request() {