### Godot version

4.1 beta 3, 4.1 beta 1

### System information

Windows 10 - 4.1 beta 3 - Android 12

### Issue description

Crash when using SoftBody on android mobile.

### Steps to reproduce

- Simple scene setup using a plane softbody, camera.
- Export to android mobile.
- Immediate crash when open the app.

### Minimal reproduction project

[SoftbodyMobileTest.zip](https://github.com/godotengine/godot/files/11871734/SoftbodyMobileTest.zip)

dl->state.sets[p_index].uniform_set_format = uniform_set->format;
	dl->state.sets[p_index].uniform_set = p_uniform_set;
	uint32_t mst_count = uniform_set->mutable_storage_textures.size();
	if (mst_count) {
		Texture **mst_textures = const_cast<UniformSet *>(uniform_set)->mutable_storage_textures.ptrw();
		for (uint32_t i = 0; i < mst_count; i++) {
			if (mst_textures[i]->used_in_frame != frames_drawn) {
				mst_textures[i]->used_in_frame = frames_drawn;
				mst_textures[i]->used_in_transfer = false;
				mst_textures[i]->used_in_compute = false;
			}
			mst_textures[i]->used_in_raster = true;
		}
	}
#ifdef DEBUG_ENABLED
	{ 
		uint32_t attachable_count = uniform_set->attachable_textures.size();
		const UniformSet::AttachableTexture *attachable_ptr = uniform_set->attachable_textures.ptr();
		uint32_t bound_count = draw_list_bound_textures.size();
		const RID *bound_ptr = draw_list_bound_textures.ptr();
		for (uint32_t i = 0; i < attachable_count; i++) {
			for (uint32_t j = 0; j < bound_count; j++) {
				ERR_FAIL_COND_MSG(attachable_ptr[i].texture == bound_ptr[j],
						"Attempted to use the same texture in framebuffer attachment and a uniform (set: " + itos(p_index) + ", binding: " + itos(attachable_ptr[i].bind) + "), this is not allowed.");
			}
		}
	}
#endif
}
void RenderingDeviceVulkan::draw_list_bind_vertex_array(DrawListID p_list, RID p_vertex_array) {