### 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
float phi = 2.0 * Math_PI * xi.x;
	float cos_theta = sqrt((1.0 - xi.y) / (1.0 + (roughness4 - 1.0) * xi.y));
	float sin_theta = sqrt(1.0 - cos_theta * cos_theta);
	
	Vector3 half_vector;
	half_vector.x = sin_theta * cos(phi);
	half_vector.y = sin_theta * sin(phi);
	half_vector.z = cos_theta;
	return half_vector;
}
float distribution_GGX(float NdotH, float roughness4) {
	float NdotH2 = NdotH * NdotH;
	float denom = (NdotH2 * (roughness4 - 1.0) + 1.0);
	denom = Math_PI * denom * denom;
	return roughness4 / denom;
}
float radical_inverse_vdC(uint32_t bits) {
	bits = (bits << 16) | (bits >> 16);
	bits = ((bits & 0x55555555) << 1) | ((bits & 0xAAAAAAAA) >> 1);
	bits = ((bits & 0x33333333) << 2) | ((bits & 0xCCCCCCCC) >> 2);
	bits = ((bits & 0x0F0F0F0F) << 4) | ((bits & 0xF0F0F0F0) >> 4);
	bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >> 8);
	return float(bits) * 2.3283064365386963e-10;
}
Vector2 hammersley(uint32_t i, uint32_t N) {
	return Vector2(float(i) / float(N), radical_inverse_vdC(i));
}
void RasterizerSceneGLES3::_filter_sky_radiance(Sky *p_sky, int p_base_layer) {