### Godot version

v4.2.beta4.official [93cdacbb0], 4.1.2.stable

### System information

Godot v4.2.beta4 - Android 10 - Vulkan (Mobile)

### Issue description

This happens only when trying to run it on Android 10 using the mobile renderer.

It fails on Samsung Galaxy S9+ (Android 10).
It works on Nokia 5.4 (Android 12).

The surface tool doesn't seem generate mesh at least not visible one. It also fails to generate collision mesh as a character will fall through it.

I included an example code. 

### Steps to reproduce

Export the attached reproduction project (remember to set the renderer to mobile) and install it on an Android phone. The phone I tested is Samsung Galaxy S9+ with Android 10.


### Minimal reproduction project

[SurfaceToolBug.zip](https://github.com/godotengine/godot/files/13237789/SurfaceToolBug.zip)

const Uniform *uniforms = p_uniforms.ptr();
	uint32_t set_uniform_count = set.uniform_info.size();
	const UniformInfo *set_uniforms = set.uniform_info.ptr();
	Vector<VkWriteDescriptorSet> writes;
	DescriptorPoolKey pool_key;
	
	List<Vector<VkDescriptorBufferInfo>> buffer_infos;
	List<Vector<VkBufferView>> buffer_views;
	List<Vector<VkDescriptorImageInfo>> image_infos;
	
	LocalVector<UniformSet::AttachableTexture> attachable_textures;
	Vector<Texture *> mutable_sampled_textures;
	Vector<Texture *> mutable_storage_textures;
	for (uint32_t i = 0; i < set_uniform_count; i++) {
		const UniformInfo &set_uniform = set_uniforms[i];
		int uniform_idx = -1;
		for (int j = 0; j < (int)uniform_count; j++) {
			if (uniforms[j].binding == set_uniform.binding) {
				uniform_idx = j;
			}
		}
		ERR_FAIL_COND_V_MSG(uniform_idx == -1, RID(),
				"All the shader bindings for the given set must be covered by the uniforms provided. Binding (" + itos(set_uniform.binding) + "), set (" + itos(p_shader_set) + ") was not provided.");
		const Uniform &uniform = uniforms[uniform_idx];
		ERR_FAIL_COND_V_MSG(uniform.uniform_type != set_uniform.type, RID(),
				"Mismatch uniform type for binding (" + itos(set_uniform.binding) + "), set (" + itos(p_shader_set) + "). Expected '" + shader_uniform_names[set_uniform.type] + "', supplied: '" + shader_uniform_names[uniform.uniform_type] + "'.");
		VkWriteDescriptorSet write; 
		write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
		write.pNext = nullptr;
		write.dstSet = VK_NULL_HANDLE;