### 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(texture_set_force_redraw_if_visible, RID, bool)
	FUNC2RC(RID, texture_get_rd_texture, RID, bool)
	FUNC2RC(uint64_t, texture_get_native_handle, RID, bool)
	
#undef ServerName
#undef server_name
#define ServerName RendererMaterialStorage
#define server_name RSG::material_storage
	FUNCRIDSPLIT(shader)
	FUNC2(shader_set_code, RID, const String &)
	FUNC2(shader_set_path_hint, RID, const String &)
	FUNC1RC(String, shader_get_code, RID)
	FUNC2SC(get_shader_parameter_list, RID, List<PropertyInfo> *)
	FUNC4(shader_set_default_texture_parameter, RID, const StringName &, RID, int)
	FUNC3RC(RID, shader_get_default_texture_parameter, RID, const StringName &, int)
	FUNC2RC(Variant, shader_get_parameter_default, RID, const StringName &)
	FUNC1RC(ShaderNativeSourceCode, shader_get_native_source_code, RID)
	
	FUNCRIDSPLIT(material)
	FUNC2(material_set_shader, RID, RID)
	FUNC3(material_set_param, RID, const StringName &, const Variant &)
	FUNC2RC(Variant, material_get_param, RID, const StringName &)
	FUNC2(material_set_render_priority, RID, int)
	FUNC2(material_set_next_pass, RID, RID)
	
#undef ServerName
#undef server_name
#define ServerName RendererMeshStorage
#define server_name RSG::mesh_storage
	virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces, int p_blend_shape_count = 0) override {