### 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
RENDER_TIMESTAMP("Prepare 3D Scene");
	
	_update_sdfgi(p_render_data);
	
	for (uint32_t i = 0; i < (uint32_t)p_render_data->voxel_gi_instances->size(); i++) {
		RID voxel_gi_instance = (*p_render_data->voxel_gi_instances)[i];
		gi.voxel_gi_instance_set_render_index(voxel_gi_instance, i);
	}
	
	if (light_storage->owns_reflection_probe_instance(p_render_data->reflection_probe)) {
		current_cluster_builder = light_storage->reflection_probe_instance_get_cluster_builder(p_render_data->reflection_probe, &cluster_builder_shared);
		if (p_render_data->camera_attributes.is_valid()) {
			light_storage->reflection_probe_set_baked_exposure(light_storage->reflection_probe_instance_get_probe(p_render_data->reflection_probe), RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes));
		}
	} else if (rb_data.is_valid()) {
		current_cluster_builder = rb_data->cluster_builder;
		p_render_data->voxel_gi_count = 0;
		if (rb.is_valid()) {
			if (rb->has_custom_data(RB_SCOPE_SDFGI)) {
				Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
				if (sdfgi.is_valid()) {
					sdfgi->update_cascades();
					sdfgi->pre_process_gi(p_render_data->scene_data->cam_transform, p_render_data);
					sdfgi->update_light();
				}
			}
			gi.setup_voxel_gi_instances(p_render_data, p_render_data->render_buffers, p_render_data->scene_data->cam_transform, *p_render_data->voxel_gi_instances, p_render_data->voxel_gi_count);
		}
	} else {