### 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
sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
					}
					if (p_render_data->camera_attributes.is_valid()) {
						sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
					}
					Color linear_col = light_storage->light_get_color(base);
					sky_light_data.color[0] = linear_col.r;
					sky_light_data.color[1] = linear_col.g;
					sky_light_data.color[2] = linear_col.b;
					sky_light_data.enabled = true;
					float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
					if (angular_diameter > 0.0) {
						angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
					} else {
						angular_diameter = 0.0;
					}
					sky_light_data.size = angular_diameter;
					sky_globals.directional_light_count++;
					if (sky_globals.directional_light_count >= sky_globals.max_directional_lights) {
						break;
					}
				}
			}
			
			bool light_data_dirty = false;
			
			
			if (sky_globals.directional_light_count != sky_globals.last_frame_directional_light_count) {
				light_data_dirty = true;
				for (uint32_t i = sky_globals.directional_light_count; i < sky_globals.max_directional_lights; i++) {