### Godot version

v4.0.beta.custom_build [96f12040c]

### System information

Windows 11/64, RTX 3070, Vulkan

### Issue description

From beta10 to the current master, depth prepass is broken. 

Alpha
![image](https://user-images.githubusercontent.com/632766/210395481-1eb4a6be-da4e-423f-a169-65a4b08b9411.png)

Depth Prepass
![image](https://user-images.githubusercontent.com/632766/210395511-7bb2058c-0784-46de-a582-c4d911fc8d88.png)

Alpha
![image](https://user-images.githubusercontent.com/632766/210395568-d168d393-6681-488f-b7d7-b1d58e7728ed.png)

Depth Prepass `depth_prepass_alpha`
![image](https://user-images.githubusercontent.com/632766/210395630-c9a11673-52c1-45c2-890d-29d4330f1cda.png)


Depth Prepass Beta 10
![image](https://user-images.githubusercontent.com/632766/210395836-e1c2be64-378c-4bb0-ac81-a3e9b7e7685a.png)


Note that the shadows render fine, as does vertex animation.

I also get a lot of vulkan errors that I don't get in b10. Many repeats of these on load, but not continuous:

```
ERROR: Condition "!named_textures.has(key)" is true. Returning: RID()
   at: get_texture_slice (servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp:357)
ERROR: Texture (binding: 0, index 0) is not a valid texture.
   at: (drivers/vulkan/rendering_device_vulkan.cpp:5465)
ERROR: Condition "rid.is_null()" is true. Returning: rid
   at: _allocate_from_uniforms (./servers/rendering/renderer_rd/uniform_set_cache_rd.h:129)
ERROR: Condition "!uniform_set" is true.
   at: compute_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7807)
ERROR: Uniforms were never supplied for set (0) at the time of drawing, which are required by the pipeline
   at: (drivers/vulkan/rendering_device_vulkan.cpp:8006)
ERROR: Condition "!rt" is true. Returning: RID()
   at: render_target_get_override_depth_slice (servers/rendering/renderer_rd/storage_rd/texture_storage.cpp:2688)

```

I'm bisecting now....

### Steps to reproduce

See MRP. Change alpha on the tree.

### Minimal reproduction project

You can use my demo from #63675
https://github.com/godotengine/godot/files/10256553/test_zorder.zip
}
			}
			RD::get_singleton()->draw_command_end_label();
		}
		continue_depth = !finish_depth;
	}
	RID normal_roughness_views[RendererSceneRender::MAX_RENDER_VIEWS];
	if (rb_data.is_valid() && rb_data->has_normal_roughness()) {
		for (uint32_t v = 0; v < rb->get_view_count(); v++) {
			normal_roughness_views[v] = rb_data->get_normal_roughness(v);
		}
	}
	_pre_opaque_render(p_render_data, using_ssao, using_ssil, using_sdfgi || using_voxelgi, normal_roughness_views, rb_data.is_valid() && rb_data->has_voxelgi() ? rb_data->get_voxelgi() : RID());
	RD::get_singleton()->draw_command_begin_label("Render Opaque Pass");
	p_render_data->scene_data->directional_light_count = p_render_data->directional_light_count;
	p_render_data->scene_data->opaque_prepass_threshold = 0.0f;
	_setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, rb.is_valid());
	RENDER_TIMESTAMP("Render Opaque Pass");
	RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, true);
	bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
	bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
	{
		bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only || debug_voxelgis || debug_sdfgi_probes);
		bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only || debug_voxelgis || debug_sdfgi_probes);
		Vector<Color> c;
		{
			Color cc = clear_color.srgb_to_linear();
			if (using_separate_specular || rb_data.is_valid()) {
				cc.a = 0; 
			}