### 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)



frame_drawn_callbacks.push_back(p_callable);
}
void RenderingServerDefault::_draw(bool p_swap_buffers, double frame_step) {
	
	RS::get_singleton()->emit_signal(SNAME("frame_pre_draw"));
	changes = 0;
	RSG::rasterizer->begin_frame(frame_step);
	TIMESTAMP_BEGIN()
	uint64_t time_usec = OS::get_singleton()->get_ticks_usec();
	RSG::scene->update(); 
	frame_setup_time = double(OS::get_singleton()->get_ticks_usec() - time_usec) / 1000.0;
	RSG::particles_storage->update_particles(); 
	RSG::scene->render_probes();
	RSG::viewport->draw_viewports();
	RSG::canvas_render->update();
	if (OS::get_singleton()->get_current_rendering_driver_name() != "opengl3") {
		
		RSG::rasterizer->end_frame(p_swap_buffers);
	}
	XRServer *xr_server = XRServer::get_singleton();
	if (xr_server != nullptr) {
		
		xr_server->end_frame();
	}
	RSG::canvas->update_visibility_notifiers();
	RSG::scene->update_visibility_notifiers();
	while (frame_drawn_callbacks.front()) {