### 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)



return frame_profile;
}
void RenderingServerDefault::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
	redraw_request();
	RSG::rasterizer->set_boot_image(p_image, p_color, p_scale, p_use_filter);
}
Color RenderingServerDefault::get_default_clear_color() {
	return RSG::texture_storage->get_default_clear_color();
}
void RenderingServerDefault::set_default_clear_color(const Color &p_color) {
	RSG::viewport->set_default_clear_color(p_color);
}
bool RenderingServerDefault::has_feature(Features p_feature) const {
	return false;
}
void RenderingServerDefault::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
	RSG::scene->sdfgi_set_debug_probe_select(p_position, p_dir);
}
void RenderingServerDefault::set_print_gpu_profile(bool p_enable) {
	RSG::utilities->capturing_timestamps = p_enable;
	print_gpu_profile = p_enable;
}
RID RenderingServerDefault::get_test_cube() {
	if (!test_cube.is_valid()) {
		test_cube = _make_test_cube();
	}
	return test_cube;
}
bool RenderingServerDefault::has_os_feature(const String &p_feature) const {