### Godot version

4.2.rc2 (1ba920fada9efc8c4476ded50fe673b8db541366)

### System information

Mageia 9 - Vulkan (Forward+) - dedicated AMD Radeon RX Vega M GL Graphics (RADV VEGAM) () - Intel(R) Core(TM) i7-8705G CPU @ 3.10GHz (8 Threads)

### Issue description

Passing `--rendering-method forward_plus` on the command line to a project configured with `gl_compatibility` as rendering method leads to a crash:
```
ERROR: Cannot instantiate RenderingDevice-based renderer with renderer type gl_compatibility
   at: RendererCompositorRD (./servers/rendering/renderer_rd/renderer_compositor_rd.cpp:321)
ERROR: Parameter "scene" is null.
   at: get_gi (./servers/rendering/renderer_rd/renderer_compositor_rd.h:112)

Thread 1 "godot-git" received signal SIGSEGV, Segmentation fault.
RendererSceneCull::set_scene_render (this=0xb65a410, p_scene_render=0x0) at ./servers/rendering/renderer_scene_cull.cpp:4140
4140            geometry_instance_pair_mask = scene_render->geometry_instance_get_pair_mask();
(gdb) bt
#0  RendererSceneCull::set_scene_render (this=0xb65a410, p_scene_render=0x0) at ./servers/rendering/renderer_scene_cull.cpp:4140
#1  0x00000000091d5a07 in RenderingServerDefault::RenderingServerDefault (this=0xb0e5450, p_create_thread=false) at ./servers/rendering/rendering_server_default.cpp:421
#2  0x000000000579194e in Main::setup2 () at main/main.cpp:2455
#3  0x00000000057900da in Main::setup (execpath=0x7fffffffda27 "/home/akien/.local/bin/godot-git", argc=2, argv=0x7fffffffd570, p_second_phase=true) at main/main.cpp:2184
#4  0x000000000570c3a5 in main (argc=3, argv=0x7fffffffd568) at platform/linuxbsd/godot_linuxbsd.cpp:62
```

This also seems reproducible in 4.1.3.

Likewise, passing `--rendering-driver vulkan`, or both (`rendering-method forward_plus --rendering-driver vulkan`) crashes similarly.

The issue also happens with `--rendering-method mobile`.

On the other hand, passing `--rendering-method gl_compatibility` and/or `--rendering-driver opengl3` to a RD-based project (`forward_plus` or `mobile`) works fine.

### Steps to reproduce

- Create new GL Compatibility project
- Run it from command line with `--rendering-method forward_plus`

### Minimal reproduction project

Happens in a brand new GL Compatibility project.
RS::get_singleton()->environment_set_ssr_roughness_quality(ssr_roughness_quality);
	RS::SubSurfaceScatteringQuality sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
	RS::get_singleton()->sub_surface_scattering_set_quality(sss_quality);
	float sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
	float sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
	RS::get_singleton()->sub_surface_scattering_set_scale(sss_scale, sss_depth_scale);
	uint32_t directional_shadow_size = GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/size");
	uint32_t directional_shadow_16_bits = GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/16_bits");
	RS::get_singleton()->directional_shadow_atlas_set_size(directional_shadow_size, directional_shadow_16_bits);
	RS::ShadowQuality shadows_quality = RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality")));
	RS::get_singleton()->positional_soft_shadow_filter_set_quality(shadows_quality);
	RS::ShadowQuality directional_shadow_quality = RS::ShadowQuality(int(GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality")));
	RS::get_singleton()->directional_soft_shadow_filter_set_quality(directional_shadow_quality);
	float probe_update_speed = GLOBAL_GET("rendering/lightmapping/probe_capture/update_speed");
	RS::get_singleton()->lightmap_set_probe_capture_update_speed(probe_update_speed);
	RS::EnvironmentSDFGIFramesToConverge frames_to_converge = RS::EnvironmentSDFGIFramesToConverge(int(GLOBAL_GET("rendering/global_illumination/sdfgi/frames_to_converge")));
	RS::get_singleton()->environment_set_sdfgi_frames_to_converge(frames_to_converge);
	RS::EnvironmentSDFGIRayCount ray_count = RS::EnvironmentSDFGIRayCount(int(GLOBAL_GET("rendering/global_illumination/sdfgi/probe_ray_count")));
	RS::get_singleton()->environment_set_sdfgi_ray_count(ray_count);
	RS::VoxelGIQuality voxel_gi_quality = RS::VoxelGIQuality(int(GLOBAL_GET("rendering/global_illumination/voxel_gi/quality")));
	RS::get_singleton()->voxel_gi_set_quality(voxel_gi_quality);
	RS::get_singleton()->environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
	RS::get_singleton()->environment_set_volumetric_fog_filter_active(bool(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter")));
	RS::get_singleton()->canvas_set_shadow_texture_size(GLOBAL_GET("rendering/2d/shadow_atlas/size"));
	bool use_half_res_gi = GLOBAL_GET("rendering/global_illumination/gi/use_half_resolution");
	RS::get_singleton()->gi_set_use_half_resolution(use_half_res_gi);
	bool snap_2d_transforms = GLOBAL_GET("rendering/2d/snap/snap_2d_transforms_to_pixel");
	scene_root->set_snap_2d_transforms_to_pixel(snap_2d_transforms);
	bool snap_2d_vertices = GLOBAL_GET("rendering/2d/snap/snap_2d_vertices_to_pixel");
	scene_root->set_snap_2d_vertices_to_pixel(snap_2d_vertices);