### 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)



FUNCRIDSPLIT(lightmap)
	FUNC3(lightmap_set_textures, RID, RID, bool)
	FUNC2(lightmap_set_probe_bounds, RID, const AABB &)
	FUNC2(lightmap_set_probe_interior, RID, bool)
	FUNC5(lightmap_set_probe_capture_data, RID, const PackedVector3Array &, const PackedColorArray &, const PackedInt32Array &, const PackedInt32Array &)
	FUNC2(lightmap_set_baked_exposure_normalization, RID, float)
	FUNC1RC(PackedVector3Array, lightmap_get_probe_capture_points, RID)
	FUNC1RC(PackedColorArray, lightmap_get_probe_capture_sh, RID)
	FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_tetrahedra, RID)
	FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_bsp_tree, RID)
	FUNC1(lightmap_set_probe_capture_update_speed, float)
	
	FUNC0R(RID, shadow_atlas_create)
	FUNC3(shadow_atlas_set_size, RID, int, bool)
	FUNC3(shadow_atlas_set_quadrant_subdivision, RID, int, int)
	FUNC2(directional_shadow_atlas_set_size, int, bool)
	
#undef ServerName
#undef server_name
#define ServerName RendererTextureStorage
#define server_name RSG::texture_storage
	FUNCRIDSPLIT(decal)
	FUNC2(decal_set_size, RID, const Vector3 &)
	FUNC3(decal_set_texture, RID, DecalTexture, RID)
	FUNC2(decal_set_emission_energy, RID, float)
	FUNC2(decal_set_albedo_mix, RID, float)
	FUNC2(decal_set_modulate, RID, const Color &)
	FUNC2(decal_set_cull_mask, RID, uint32_t)
	FUNC4(decal_set_distance_fade, RID, bool, float, float)