### 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)


for (int i = 0; i < staging_buffer_blocks.size(); i++) {
								staging_buffer_blocks.write[i].frame_used = 0;
								staging_buffer_blocks.write[i].fill_amount = 0;
							}
							
							staging_buffer_blocks.write[staging_buffer_current].frame_used = frames_drawn;
						}
					}
				} else {
					
					continue;
				}
			}
		} else if (staging_buffer_blocks[staging_buffer_current].frame_used <= frames_drawn - frame_count) {
			
			staging_buffer_blocks.write[staging_buffer_current].frame_used = frames_drawn;
			staging_buffer_blocks.write[staging_buffer_current].fill_amount = 0;
		} else {
			
			if ((uint64_t)staging_buffer_blocks.size() * staging_buffer_block_size < staging_buffer_max_size) {
				
				Error err = _insert_staging_block();
				if (err) {
					return err;
				}
				
				staging_buffer_blocks.write[staging_buffer_current].frame_used = frames_drawn;
			} else {