### Godot version

4.0 beta 17

### System information

Windows 10

### Issue description

MultiMeshInstance2D is not displaying anything in renderer `gl_compatibility` (GLES3)
Works as expected with `forward_plus` 

### Steps to reproduce

Create a project with renderer `gl_compatibility`
Add a MultiMeshInstance2D


### Minimal reproduction project


[Multimeshinstance2d.zip](https://github.com/godotengine/godot/files/10578720/Multimeshinstance2d.zip)

}
		}
		
		RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
		if (material.is_valid()) {
			GLES3::CanvasMaterialData *md = static_cast<GLES3::CanvasMaterialData *>(material_storage->material_get_data(material, RS::SHADER_CANVAS_ITEM));
			if (md && md->shader_data->valid) {
				if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
					if (!material_screen_texture_cached) {
						backbuffer_copy = true;
						back_buffer_rect = Rect2();
						backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
					} else if (!material_screen_texture_mipmaps_cached) {
						backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
					}
				}
				if (md->shader_data->uses_sdf) {
					r_sdf_used = true;
				}
				if (md->shader_data->uses_time) {
					time_used = true;
				}
			}
		}
		if (ci->skeleton.is_valid()) {
			const Item::Command *c = ci->commands;
			while (c) {
				if (c->type == Item::Command::TYPE_MESH) {
					const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);
					if (cm->mesh_instance.is_valid()) {