### 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
Ref<Resource> res = ResourceLoader::load(info.path);
						ERR_CONTINUE_MSG(res.is_null(), vformat("Failed to instantiate an autoload, can't load from path: %s.", info.path));
						Ref<Script> script_res = res;
						if (script_res.is_valid()) {
							StringName ibt = script_res->get_instance_base_type();
							bool valid_type = ClassDB::is_parent_class(ibt, "Node");
							ERR_CONTINUE_MSG(!valid_type, vformat("Failed to instantiate an autoload, script '%s' does not inherit from 'Node'.", info.path));
							Object *obj = ClassDB::instantiate(ibt);
							ERR_CONTINUE_MSG(!obj, vformat("Failed to instantiate an autoload, cannot instantiate '%s'.", ibt));
							n = Object::cast_to<Node>(obj);
							n->set_script(script_res);
						}
					}
					ERR_CONTINUE_MSG(!n, vformat("Failed to instantiate an autoload, path is not pointing to a scene or a script: %s.", info.path));
					n->set_name(info.name);
					/
					to_add.push_back(n);
					if (info.is_singleton) {
						for (int i = 0; i < ScriptServer::get_language_count(); i++) {
							ScriptServer::get_language(i)->add_global_constant(info.name, n);
						}
					}
				}
				for (Node *E : to_add) {
					sml->get_root()->add_child(E);
				}
				OS::get_singleton()->benchmark_end_measure("Startup", "Load Autoloads");
			}
		}
#ifdef TOOLS_ENABLED