### 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
fog.instantiate();
		fog->init(Vector3i(target_width, target_height, get_volumetric_fog_depth()), sky.sky_shader.default_shader_rd);
		p_render_buffers->set_custom_data(RB_SCOPE_FOG, fog);
	}
	if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
		Ref<RendererRD::Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG);
		RendererRD::Fog::VolumetricFogSettings settings;
		settings.rb_size = size;
		settings.time = time;
		settings.is_using_radiance_cubemap_array = is_using_radiance_cubemap_array();
		settings.max_cluster_elements = RendererRD::LightStorage::get_singleton()->get_max_cluster_elements();
		settings.volumetric_fog_filter_active = get_volumetric_fog_filter_active();
		settings.shadow_sampler = shadow_sampler;
		settings.shadow_atlas_depth = RendererRD::LightStorage::get_singleton()->owns_shadow_atlas(p_shadow_atlas) ? RendererRD::LightStorage::get_singleton()->shadow_atlas_get_texture(p_shadow_atlas) : RID();
		settings.voxel_gi_buffer = rbgi->get_voxel_gi_buffer();
		settings.omni_light_buffer = RendererRD::LightStorage::get_singleton()->get_omni_light_buffer();
		settings.spot_light_buffer = RendererRD::LightStorage::get_singleton()->get_spot_light_buffer();
		settings.directional_shadow_depth = RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture();
		settings.directional_light_buffer = RendererRD::LightStorage::get_singleton()->get_directional_light_buffer();
		settings.vfog = fog;
		settings.cluster_builder = rb_data->cluster_builder;
		settings.rbgi = rbgi;
		settings.sdfgi = sdfgi;
		settings.env = p_environment;
		settings.sky = &sky;
		settings.gi = &gi;
		RendererRD::Fog::get_singleton()->volumetric_fog_update(settings, p_cam_projection, p_cam_transform, p_prev_cam_inv_transform, p_shadow_atlas, p_directional_light_count, p_use_directional_shadows, p_positional_light_count, p_voxel_gi_count, p_fog_volumes);
	}
}
void RenderForwardClustered::setup_added_reflection_probe(const Transform3D &p_transform, const Vector3 &p_half_extents) {