### 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_list_bind_uniform_set(draw_list, xforms_uniform_set, TRANSFORMS_UNIFORM_SET);
			prev_xforms_uniform_set = xforms_uniform_set;
		}
		if (material_uniform_set != prev_material_uniform_set) {
			
			if (material_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { 
				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET);
			}
			prev_material_uniform_set = material_uniform_set;
		}
		if ((surf->owner->base_flags & (INSTANCE_DATA_FLAG_MULTIMESH | INSTANCE_DATA_FLAG_PARTICLES)) == INSTANCE_DATA_FLAG_MULTIMESH) {
			mesh_storage->_multimesh_get_motion_vectors_offsets(surf->owner->data->base, push_constant.multimesh_motion_vectors_current_offset, push_constant.multimesh_motion_vectors_previous_offset);
		} else {
			push_constant.multimesh_motion_vectors_current_offset = 0;
			push_constant.multimesh_motion_vectors_previous_offset = 0;
		}
		RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(SceneState::PushConstant));
		uint32_t instance_count = surf->owner->instance_count > 1 ? surf->owner->instance_count : element_info.repeat;
		if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_PARTICLE_TRAILS) {
			instance_count /= surf->owner->trail_steps;
		}
		RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instance_count);
		i += element_info.repeat - 1; 
	}
	
	if (should_request_redraw) {
		RenderingServerDefault::redraw_request();
	}
}
void RenderForwardClustered::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {