### 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
COPY_TO_FB_FLAG_FLIP_Y = (1 << 0),
		COPY_TO_FB_FLAG_USE_SECTION = (1 << 1),
		COPY_TO_FB_FLAG_FORCE_LUMINANCE = (1 << 2),
		COPY_TO_FB_FLAG_ALPHA_TO_ZERO = (1 << 3),
		COPY_TO_FB_FLAG_SRGB = (1 << 4),
		COPY_TO_FB_FLAG_ALPHA_TO_ONE = (1 << 5),
		COPY_TO_FB_FLAG_LINEAR = (1 << 6),
	};
	struct CopyToFbPushConstant {
		float section[4];
		float pixel_size[2];
		float luminance_multiplier;
		uint32_t flags;
		float set_color[4];
	};
	struct CopyToFb {
		CopyToFbPushConstant push_constant;
		CopyToFbShaderRD shader;
		RID shader_version;
		PipelineCacheRD pipelines[COPY_TO_FB_MAX];
	} copy_to_fb;
	
	struct CopyToDPPushConstant {
		float z_far;
		float z_near;
		float texel_size[2];
		float screen_rect[4];
	};