### 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
scene_state.ubo.z_near = p_render_data->z_near;
	scene_state.ubo.viewport_size[0] = p_screen_size.x;
	scene_state.ubo.viewport_size[1] = p_screen_size.y;
	Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size);
	scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x;
	scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y;
	
	scene_state.ubo.time = time;
	if (is_environment(p_render_data->environment)) {
		RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment);
		RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_render_data->environment);
		float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_render_data->environment);
		scene_state.ubo.ambient_light_color_energy[3] = bg_energy_multiplier;
		scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_render_data->environment);
		
		if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) {
			Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_render_data->environment);
			color = color.srgb_to_linear();
			scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy_multiplier;
			scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy_multiplier;
			scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy_multiplier;
			scene_state.ubo.use_ambient_light = true;
			scene_state.ubo.use_ambient_cubemap = false;
		} else {
			float energy = environment_get_ambient_light_energy(p_render_data->environment);
			Color color = environment_get_ambient_light(p_render_data->environment);
			color = color.srgb_to_linear();
			scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
			scene_state.ubo.ambient_light_color_energy[1] = color.g * energy;
			scene_state.ubo.ambient_light_color_energy[2] = color.b * energy;