### Godot version

4.2 beta 1 Android editor

### System information

Godot v4.2.beta1 - Android - Vulkan (Mobile) - Moto G Power 2021 - integrated Adreno (TM) 610 -  (8 Threads)

### Issue description

When viewing meshes in the inspector instead of seeing the actual mesh I see random VRAM garbage on certain screens but not on others, and the actual mesh in the 3d viewport is not effected, it's only the inspector views that are effected. It seems like messing with material settings seems to cause it to go away, if I apply.a default standard material it happens but when I change certain settings like transparency or detail it goes away for some reason, maybe it has to do with incorrect rendering of opaque objects?

![Screenshot_20231017-015746](https://github.com/godotengine/godot/assets/11543824/109a60e7-7339-4ab5-b365-fc8c0997268c)


### Steps to reproduce

1. Create new project
2. Add a mesh (I tested a BoxMesh)
3. Add a StandardMaterial3D to the mesh
4. Go into material settings

### Minimal reproduction project

N/A
public:
		
		RID transforms_uniform_set;
		bool use_projector = false;
		bool use_soft_shadow = false;
		bool store_transform_cache = true; 
		uint32_t instance_count = 0;
		uint32_t trail_steps = 1;
		
		uint32_t gi_offset_cache = 0; 
		RID lightmap_instance;
		Rect2 lightmap_uv_scale;
		uint32_t lightmap_slice_index;
		GeometryInstanceLightmapSH *lightmap_sh = nullptr;
		
		uint32_t reflection_probe_count = 0;
		RendererRD::ForwardID reflection_probes[MAX_RDL_CULL];
		uint32_t omni_light_count = 0;
		RendererRD::ForwardID omni_lights[MAX_RDL_CULL];
		uint32_t spot_light_count = 0;
		RendererRD::ForwardID spot_lights[MAX_RDL_CULL];
		uint32_t decals_count = 0;
		RendererRD::ForwardID decals[MAX_RDL_CULL];
		GeometryInstanceSurfaceDataCache *surface_caches = nullptr;
		
		SelfList<GeometryInstanceForwardMobile> dirty_list_element;
		GeometryInstanceForwardMobile() :