### 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)



FUNC3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &)
	FUNC3(multimesh_instance_set_color, RID, int, const Color &)
	FUNC3(multimesh_instance_set_custom_data, RID, int, const Color &)
	FUNC1RC(RID, multimesh_get_mesh, RID)
	FUNC1RC(AABB, multimesh_get_aabb, RID)
	FUNC2RC(Transform3D, multimesh_instance_get_transform, RID, int)
	FUNC2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int)
	FUNC2RC(Color, multimesh_instance_get_color, RID, int)
	FUNC2RC(Color, multimesh_instance_get_custom_data, RID, int)
	FUNC2(multimesh_set_buffer, RID, const Vector<float> &)
	FUNC1RC(Vector<float>, multimesh_get_buffer, RID)
	FUNC2(multimesh_set_visible_instances, RID, int)
	FUNC1RC(int, multimesh_get_visible_instances, RID)
	
	FUNCRIDSPLIT(skeleton)
	FUNC3(skeleton_allocate_data, RID, int, bool)
	FUNC1RC(int, skeleton_get_bone_count, RID)
	FUNC3(skeleton_bone_set_transform, RID, int, const Transform3D &)
	FUNC2RC(Transform3D, skeleton_bone_get_transform, RID, int)
	FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
	FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
	FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &)
	
#undef ServerName
#undef server_name
#define ServerName RendererLightStorage
#define server_name RSG::light_storage
	FUNCRIDSPLIT(directional_light)
	FUNCRIDSPLIT(omni_light)
	FUNCRIDSPLIT(spot_light)