### Godot version

v4.1.stable.official.970459615

### System information

Windows 10 OpenGL API 3.3.0

### Issue description

Calling force_draw from a thread crashes compatibility renderer. Not sure if bug or this is not something that we should be doing, but it seems to not cause any issue with mobile/desktop forward+ renderer. Reason why i do this because it lets the engine run at a higher frame rate than the renderer.

### Steps to reproduce

🧵

### Minimal reproduction project

[forcedraw.zip](https://github.com/godotengine/godot/files/11988748/forcedraw.zip)

#include "rendering_server_default.h"
#include "core/config/project_settings.h"
#include "core/io/marshalls.h"
#include "core/os/os.h"
#include "core/templates/sort_array.h"
#include "renderer_canvas_cull.h"
#include "renderer_scene_cull.h"
#include "rendering_server_globals.h"
int RenderingServerDefault::changes = 0;
void RenderingServerDefault::_free(RID p_rid) {
	if (unlikely(p_rid.is_null())) {
		return;
	}
	if (RSG::utilities->free(p_rid)) {
		return;
	}
	if (RSG::canvas->free(p_rid)) {
		return;
	}
	if (RSG::viewport->free(p_rid)) {
		return;
	}
	if (RSG::scene->free(p_rid)) {
		return;
	}
}
void RenderingServerDefault::request_frame_drawn_callback(const Callable &p_callable) {