### Godot version

4.0 beta 17

### System information

Windows 10

### Issue description

MultiMeshInstance2D is not displaying anything in renderer `gl_compatibility` (GLES3)
Works as expected with `forward_plus` 

### Steps to reproduce

Create a project with renderer `gl_compatibility`
Add a MultiMeshInstance2D


### Minimal reproduction project


[Multimeshinstance2d.zip](https://github.com/godotengine/godot/files/10578720/Multimeshinstance2d.zip)

mesh_storage->mesh_instance_check_for_update(cm->mesh_instance);
						mesh_storage->mesh_instance_set_canvas_item_transform(cm->mesh_instance, canvas_transform_inverse * ci->final_transform);
						update_skeletons = true;
					}
				}
				c = c->next;
			}
		}
		if (ci->canvas_group_owner != nullptr) {
			if (canvas_group_owner == nullptr) {
				if (update_skeletons) {
					mesh_storage->update_mesh_instances();
					update_skeletons = false;
				}
				
				_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);
				item_count = 0;
				if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) {
					Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
					texture_storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
					if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
						items[item_count++] = ci->canvas_group_owner;
					}
				} else if (!backbuffer_cleared) {
					texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0));
					backbuffer_cleared = true;
				}
				backbuffer_copy = false;
				canvas_group_owner = ci->canvas_group_owner; 
			}