### Godot version

4.1.stable

### System information

Android13

### Issue description

I'm trying to import the obj model file on Android but there seems to be some compatibility issues? You can do two tests on both the computer and the mobile side to make sure what I'm saying is true.
![Screenshot_2023-08-07-19-44-12-648_org godotengine editor v4](https://github.com/godotengine/godot/assets/64678717/69e05974-96df-460b-b062-ae99f62b8af2)


### Steps to reproduce

Create an obj file and import it into the Godot engine on Android.

### Minimal reproduction project
[test.zip](https://github.com/godotengine/godot/files/12279298/test.zip)


_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V_MSG(local_device.is_valid(), INVALID_ID, "Local devices have no screen");
	ERR_FAIL_COND_V_MSG(draw_list != nullptr, INVALID_ID, "Only one draw list can be active at the same time.");
	ERR_FAIL_COND_V_MSG(compute_list != nullptr, INVALID_ID, "Only one draw/compute list can be active at the same time.");
	VkCommandBuffer command_buffer = frames[frame].draw_command_buffer;
	if (!context->window_is_valid_swapchain(p_screen)) {
		return INVALID_ID;
	}
	Size2i size = Size2i(context->window_get_width(p_screen), context->window_get_height(p_screen));
	_draw_list_allocate(Rect2i(Vector2i(), size), 0, 0);
#ifdef DEBUG_ENABLED
	draw_list_framebuffer_format = screen_get_framebuffer_format();
#endif
	draw_list_subpass_count = 1;
	VkRenderPassBeginInfo render_pass_begin;
	render_pass_begin.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
	render_pass_begin.pNext = nullptr;
	render_pass_begin.renderPass = context->window_get_render_pass(p_screen);
	render_pass_begin.framebuffer = context->window_get_framebuffer(p_screen);
	render_pass_begin.renderArea.extent.width = size.width;