### 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)

state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
				state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
				state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
			} else {
				state.light_uniforms[index].shadow_pixel_size = 1.0;
				state.light_uniforms[index].shadow_z_far_inv = 1.0;
				state.light_uniforms[index].shadow_y_ofs = 0;
			}
			state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
			state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
			if (clight->shadow.enabled) {
				state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
			}
			l->render_index_cache = index;
			index++;
			l = l->next_ptr;
		}
		light_count = index;
		directional_light_count = light_count;
		state.using_directional_lights = directional_light_count > 0;
	}
	
	{
		Light *l = p_light_list;
		uint32_t index = light_count;
		while (l) {
			if (index == data.max_lights_per_render) {
				l->render_index_cache = -1;
				l = l->next_ptr;
				continue;