### 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
ERR_FAIL_COND(!material_data);
	material_data->bind_uniforms();
	GLES3::SkyShaderData *shader_data = material_data->shader_data;
	ERR_FAIL_COND(!shader_data);
	
	Projection camera;
	if (environment_get_sky_custom_fov(p_env)) {
		float near_plane = p_projection.get_z_near();
		float far_plane = p_projection.get_z_far();
		float aspect = p_projection.get_aspect();
		camera.set_perspective(environment_get_sky_custom_fov(p_env), aspect, near_plane, far_plane);
	} else {
		camera = p_projection;
	}
	Basis sky_transform = environment_get_sky_orientation(p_env);
	sky_transform.invert();
	sky_transform = sky_transform * p_transform.basis;
	bool success = material_storage->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
	if (!success) {
		return;
	}
	material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, sky_transform, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
	material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, camera.columns[2][0], camera.columns[0][0], camera.columns[2][1], camera.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
	material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
	material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
	material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
	glBindVertexArray(sky_globals.screen_triangle_array);
	glDrawArrays(GL_TRIANGLES, 0, 3);
}
void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier) {