### 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)

if (create_thread) {
		print_verbose("RenderingServerWrapMT: Creating render thread");
		DisplayServer::get_singleton()->release_rendering_thread();
		if (create_thread) {
			thread.start(_thread_callback, this);
			print_verbose("RenderingServerWrapMT: Starting render thread");
		}
		while (!draw_thread_up.is_set()) {
			OS::get_singleton()->delay_usec(1000);
		}
		print_verbose("RenderingServerWrapMT: Finished render thread");
	} else {
		_init();
	}
}
void RenderingServerDefault::finish() {
	if (create_thread) {
		command_queue.push(this, &RenderingServerDefault::_thread_exit);
		if (thread.is_started()) {
			thread.wait_to_finish();
		}
	} else {
		_finish();
	}
}
uint64_t RenderingServerDefault::get_rendering_info(RenderingInfo p_info) {