### 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)

if (reflection_buffer.is_valid()) {
		RD::get_singleton()->free(reflection_buffer);
		reflection_buffer = RID();
	}
	if (reflections != nullptr) {
		memdelete_arr(reflections);
		reflections = nullptr;
	}
	if (reflection_sort != nullptr) {
		memdelete_arr(reflection_sort);
		reflection_sort = nullptr;
	}
}
void LightStorage::set_max_reflection_probes(const uint32_t p_max_reflection_probes) {
	max_reflections = p_max_reflection_probes;
	reflections = memnew_arr(ReflectionData, max_reflections);
	reflection_sort = memnew_arr(ReflectionProbeInstanceSort, max_reflections);
	reflection_buffer = RD::get_singleton()->storage_buffer_create(sizeof(ReflectionData) * max_reflections);
}
void LightStorage::update_reflection_probe_buffer(RenderDataRD *p_render_data, const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) {