### 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)



#ifndef RENDERING_SERVER_DEFAULT_H
#define RENDERING_SERVER_DEFAULT_H
#include "core/os/thread.h"
#include "core/templates/command_queue_mt.h"
#include "core/templates/hash_map.h"
#include "renderer_canvas_cull.h"
#include "renderer_scene_cull.h"
#include "renderer_viewport.h"
#include "rendering_server_globals.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering_server.h"
#include "servers/server_wrap_mt_common.h"
class RenderingServerDefault : public RenderingServer {
	enum {
		MAX_INSTANCE_CULL = 8192,
		MAX_INSTANCE_LIGHTS = 4,
		LIGHT_CACHE_DIRTY = -1,
		MAX_LIGHTS_CULLED = 256,
		MAX_ROOM_CULL = 32,
		MAX_EXTERIOR_PORTALS = 128,
		MAX_LIGHT_SAMPLERS = 256,
		INSTANCE_ROOMLESS_MASK = (1 << 20)
	};
	static int changes;
	RID test_cube;
	List<Callable> frame_drawn_callbacks;
	static void _changes_changed() {}