### 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)

return RSG::texture_storage->get_default_clear_color();
}
void RenderingServerDefault::set_default_clear_color(const Color &p_color) {
	RSG::viewport->set_default_clear_color(p_color);
}
bool RenderingServerDefault::has_feature(Features p_feature) const {
	return false;
}
void RenderingServerDefault::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
	RSG::scene->sdfgi_set_debug_probe_select(p_position, p_dir);
}
void RenderingServerDefault::set_print_gpu_profile(bool p_enable) {
	RSG::utilities->capturing_timestamps = p_enable;
	print_gpu_profile = p_enable;
}
RID RenderingServerDefault::get_test_cube() {
	if (!test_cube.is_valid()) {
		test_cube = _make_test_cube();
	}
	return test_cube;
}
bool RenderingServerDefault::has_os_feature(const String &p_feature) const {
	if (RSG::utilities) {
		return RSG::utilities->has_os_feature(p_feature);
	} else {
		return false;
	}
}
void RenderingServerDefault::set_debug_generate_wireframes(bool p_generate) {