### 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)

ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
	ERR_FAIL_NULL_V(shadow_atlas, false);
	LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
	ERR_FAIL_NULL_V(li, false);
	if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) {
		return false;
	}
	uint32_t quad_size = shadow_atlas->size >> 1;
	int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage));
	int valid_quadrants[4];
	int valid_quadrant_count = 0;
	int best_size = -1; 
	int best_subdiv = -1; 
	
	for (int i = 0; i < 4; i++) {
		int q = shadow_atlas->size_order[i];
		int sd = shadow_atlas->quadrants[q].subdivision;
		if (sd == 0) {
			continue; 
		}
		int max_fit = quad_size / sd;
		if (best_size != -1 && max_fit > best_size) {
			break; 
		}
		valid_quadrants[valid_quadrant_count++] = q;
		best_subdiv = sd;