### Tested versions

Reproductible in 4.2 stable
Not reproductible in 4.1.3 stable

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 650 Ti (NVIDIA; 30.0.14.7444) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

Reflection probes simply don't work on Vulkan mobile and Compatibility renderer.
Godot 4.1.3:
![image](https://github.com/godotengine/godot/assets/25274301/80ccb23c-8986-4662-a5e6-9846c361febe)
Godot 4.2:
![image](https://github.com/godotengine/godot/assets/25274301/f0fd93b0-a912-4f14-aa24-0cf6353c4484)

### Steps to reproduce

1. Create a sphere with a metallic material with low roughness.
2. Create some geometry to reflect off of the sphere
3. Add a reflection probe to the scene

### Minimal reproduction project (MRP)

[ReflectionProbes.zip](https://github.com/godotengine/godot/files/13592653/ReflectionProbes.zip)

Light light;
	light.type = p_type;
	light.param[RS::LIGHT_PARAM_ENERGY] = 1.0;
	light.param[RS::LIGHT_PARAM_INDIRECT_ENERGY] = 1.0;
	light.param[RS::LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY] = 1.0;
	light.param[RS::LIGHT_PARAM_SPECULAR] = 0.5;
	light.param[RS::LIGHT_PARAM_RANGE] = 1.0;
	light.param[RS::LIGHT_PARAM_SIZE] = 0.0;
	light.param[RS::LIGHT_PARAM_ATTENUATION] = 1.0;
	light.param[RS::LIGHT_PARAM_SPOT_ANGLE] = 45;
	light.param[RS::LIGHT_PARAM_SPOT_ATTENUATION] = 1.0;
	light.param[RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0;
	light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1;
	light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
	light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
	light.param[RS::LIGHT_PARAM_SHADOW_FADE_START] = 0.8;
	light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 1.0;
	light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
	light.param[RS::LIGHT_PARAM_SHADOW_OPACITY] = 1.0;
	light.param[RS::LIGHT_PARAM_SHADOW_BLUR] = 0;
	light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;
	light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05;
	light.param[RS::LIGHT_PARAM_INTENSITY] = p_type == RS::LIGHT_DIRECTIONAL ? 100000.0 : 1000.0;
	light_owner.initialize_rid(p_light, light);
}
RID LightStorage::directional_light_allocate() {