### Godot version

4.1 (many ver.)

### System information

Windows 10 - 4.1 (many ver.) - OpenGL 3.3 compatibility

### Issue description

I installed several versions of godot to test, **_as I have a very old computer_**.
i don't know if this is a BUG, or just my OLD Hardware be incompatible.

**HARDWARE:**
intel q6600 quadcore, 4gb ram, windows 10(last update), ATI Radeon HD 3650 - 512mb VRAM.

**OpenGL Extensions Viewer 6.4.1.1:**
OpenGL Version 3.3 (3.3.11672 core profile forward-compatible context)
Driver Version: 8.970.100.9001 (13-jan-15)
DirectX: 10.1, 9
Shader model: 4.1
Vulkan: N/A

VERSIONS TESTED and **WORK** fine:
**3.5.2stable**_win64 -> OK _(NO extra cmds prompt needed)_
**3.6beta2**_win64 -> OK _(NO extra cmds prompt needed)_
**4.0.3stable**_win64 -> OK with some errors but work
**4.1-dev1**_win64 -> OK with some error but work _(see image TOP)_

VERSIONS TESTED and **ALL THAT NOT WORK**:
4.1-beta1_win64 -> don't launch
4.1-beta2_win64 -> don't launch
4.1-beta3_win64 -> don't launch
4.1-dev2_win64 -> don't launch
4.1-dev3_win64 -> don't launch
4.1-dev4-win64 -> don't launch
4.1-rc1_win64 -> don't launch
4.1-rc2_win64 -> don't launch _(see image Bottom)_

* ALL 4.x i have used (**--rendering-driver opengl3 --rendering-method gl_compatibility**)

I would really like to use the latest version (4.1rc2) and later/future the 4.1 stable , but I couldn't get last version it to work at all, not even loading a project directly into the editor.

i have a screenshot showing the las lines of prompt (top is working "4.1_dev1", botton don't work "4.1_rc2)
![Screenshot-1](https://github.com/godotengine/godot/assets/12751629/d87890d0-225b-4226-9393-b05106968d87)

if you need any LOG or other file with details, please let me know which one, and how preferably.

### Steps to reproduce

I don't know what to put here, I explained the best way possible in the description of the problem.

### Minimal reproduction project

N/A
MAIN_PRINT("Main: Image");
				RenderingServer::get_singleton()->set_boot_image(splash, boot_bg_color, false);
#endif
			}
#if defined(TOOLS_ENABLED) && defined(MACOS_ENABLED)
			if (OS::get_singleton()->get_bundle_icon_path().is_empty()) {
				Ref<Image> icon = memnew(Image(app_icon_png));
				DisplayServer::get_singleton()->set_icon(icon);
			}
#endif
		}
		MAIN_PRINT("Main: Clear Color");
		DisplayServer::set_early_window_clear_color_override(false);
		RenderingServer::get_singleton()->set_default_clear_color(
				GLOBAL_GET("rendering/environment/defaults/default_clear_color"));
		GLOBAL_DEF_BASIC(PropertyInfo(Variant::STRING, "application/config/icon", PROPERTY_HINT_FILE, "*.png,*.webp,*.svg"), String());
		GLOBAL_DEF(PropertyInfo(Variant::STRING, "application/config/macos_native_icon", PROPERTY_HINT_FILE, "*.icns"), String());
		GLOBAL_DEF(PropertyInfo(Variant::STRING, "application/config/windows_native_icon", PROPERTY_HINT_FILE, "*.ico"), String());
		MAIN_PRINT("Main: Touch Input");
		Input *id = Input::get_singleton();
		if (id) {
			agile_input_event_flushing = GLOBAL_DEF("input_devices/buffering/agile_event_flushing", false);
			if (bool(GLOBAL_DEF_BASIC("input_devices/pointing/emulate_touch_from_mouse", false)) &&
					!(editor || project_manager)) {
				if (!DisplayServer::get_singleton()->is_touchscreen_available()) {
					/
					id->set_emulate_touch_from_mouse(true);
				}
			}
			id->set_emulate_mouse_from_touch(bool(GLOBAL_DEF_BASIC("input_devices/pointing/emulate_mouse_from_touch", true)));