### 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)



changes++;
		_changes_changed();
	}
#define DISPLAY_CHANGED \
	changes++;          \
	_changes_changed();
#else
	_FORCE_INLINE_ static void redraw_request() {
		changes++;
	}
#endif
#define WRITE_ACTION redraw_request();
#ifdef DEBUG_SYNC
#define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));
#else
#define SYNC_DEBUG
#endif
#include "servers/server_wrap_mt_common.h"
	
#define ServerName RendererTextureStorage
#define server_name RSG::texture_storage
#define FUNCRIDTEX0(m_type)                                                                                   \
	virtual RID m_type##_create() override {                                                                  \
		RID ret = RSG::texture_storage->texture_allocate();                                                   \
		if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) { \
			RSG::texture_storage->m_type##_initialize(ret);                                                   \
		} else {                                                                                              \
			command_queue.push(RSG::texture_storage, &RendererTextureStorage::m_type##_initialize, ret);      \