### 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)

RSG::utilities->set_debug_generate_wireframes(p_generate);
}
bool RenderingServerDefault::is_low_end() const {
	return RendererCompositor::is_low_end();
}
Size2i RenderingServerDefault::get_maximum_viewport_size() const {
	if (RSG::utilities) {
		return RSG::utilities->get_maximum_viewport_size();
	} else {
		return Size2i();
	}
}
void RenderingServerDefault::_thread_exit() {
	exit.set();
}
void RenderingServerDefault::_thread_draw(bool p_swap_buffers, double frame_step) {
	_draw(p_swap_buffers, frame_step);
}
void RenderingServerDefault::_thread_flush() {
}
void RenderingServerDefault::_thread_callback(void *_instance) {
	RenderingServerDefault *vsmt = reinterpret_cast<RenderingServerDefault *>(_instance);
	vsmt->_thread_loop();
}
void RenderingServerDefault::_thread_loop() {