### 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)

float print_threshold = 0.01;
			for (const KeyValue<String, float> &E : print_gpu_profile_task_time) {
				double time = E.value / double(print_frame_profile_frame_count);
				if (time > print_threshold) {
					print_line("\t-" + E.key + ": " + rtos(time) + "ms");
				}
			}
			print_gpu_profile_task_time.clear();
			print_frame_profile_ticks_from = OS::get_singleton()->get_ticks_usec();
			print_frame_profile_frame_count = 0;
		}
	}
	RSG::utilities->update_memory_info();
}
double RenderingServerDefault::get_frame_setup_time_cpu() const {
	return frame_setup_time;
}
bool RenderingServerDefault::has_changed() const {
	return changes > 0;
}
void RenderingServerDefault::_init() {
	RSG::rasterizer->initialize();
}
void RenderingServerDefault::_finish() {
	if (test_cube.is_valid()) {
		free(test_cube);
	}
	RSG::rasterizer->finalize();
}
void RenderingServerDefault::init() {