### 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)

command_queue(p_create_thread) {
	RenderingServer::init();
	create_thread = p_create_thread;
	if (!p_create_thread) {
		server_thread = Thread::get_caller_id();
	} else {
		server_thread = 0;
	}
	RSG::threaded = p_create_thread;
	RSG::canvas = memnew(RendererCanvasCull);
	RSG::viewport = memnew(RendererViewport);
	RendererSceneCull *sr = memnew(RendererSceneCull);
	RSG::camera_attributes = memnew(RendererCameraAttributes);
	RSG::scene = sr;
	RSG::rasterizer = RendererCompositor::create();
	RSG::utilities = RSG::rasterizer->get_utilities();
	RSG::light_storage = RSG::rasterizer->get_light_storage();
	RSG::material_storage = RSG::rasterizer->get_material_storage();
	RSG::mesh_storage = RSG::rasterizer->get_mesh_storage();
	RSG::particles_storage = RSG::rasterizer->get_particles_storage();
	RSG::texture_storage = RSG::rasterizer->get_texture_storage();
	RSG::gi = RSG::rasterizer->get_gi();
	RSG::fog = RSG::rasterizer->get_fog();
	RSG::canvas_render = RSG::rasterizer->get_canvas();
	sr->set_scene_render(RSG::rasterizer->get_scene());
	frame_profile_frame = 0;
}
RenderingServerDefault::~RenderingServerDefault() {