And matheus you were right, I had to bind the Texture while compiling. Can anyone explain why?
What's also weird is that I haven't any blue texture like the one that was bound

Phew... I'll try... tho I don't know much about DisplayLists...
So... probably it's more about the concept:
A Display list is really just for reducing the ammount of calls to OpenGL and being able to really pre-compile them when you compile them, instead of everytime interpreting all the commads you give to opengl.
Compiling also gives the ability to optimize it.
So to be more precise: it's about state-compiling.
Changing the texture would change your state, which means things are not like they used to be when compiling. Having a texture pre-compiled inside the list allows some optimization, for example terminate all glBindTexture calls, which are binding the same texture. Usually opengl couldn't do this, because it does not know, if you bind the same textures every frame. With display lists this is not possible anymore, so opengl is able to terminate those calls.
I don't get why display lists got deprecated... One cool thing about them is for example that you are able to let a glCallList compile inside a display list, so your display list calls another display list.
Now imagine your whole game world is one single display list and once a part of your world changes, you simply only recompile the specific display list and everything works...