### Godot version

4.2.dev 5ee983188de97ae027f9b9c1443438063f708a7e

### System information

Windows 10 - Compatibility renderer 

### Issue description

When running a VR project sky contribution is not working in the compatibility renderer:

![image](https://github.com/godotengine/godot/assets/1945449/7aa19569-95c8-41a2-913b-37b81f4728a7)

It is working fine in normal mode. Can be worked around by setting sky contribution to 0 and providing an ambient color.

### Steps to reproduce

Try any project with a proper sky setup in XR, just switch to compatibility renderer.

### Minimal reproduction project

I'll try and create an MVP soon that can be used without XR hardware, but for now this can be used:
https://github.com/BastiaanOlij/godot_openxr_demo
Light *light = light_owner.get_or_null(p_light);
	ERR_FAIL_NULL(light);
	light->directional_sky_mode = p_mode;
}
RS::LightDirectionalSkyMode LightStorage::light_directional_get_sky_mode(RID p_light) const {
	const Light *light = light_owner.get_or_null(p_light);
	ERR_FAIL_NULL_V(light, RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY);
	return light->directional_sky_mode;
}
RS::LightDirectionalShadowMode LightStorage::light_directional_get_shadow_mode(RID p_light) {
	const Light *light = light_owner.get_or_null(p_light);
	ERR_FAIL_NULL_V(light, RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
	return light->directional_shadow_mode;
}
RS::LightBakeMode LightStorage::light_get_bake_mode(RID p_light) {
	const Light *light = light_owner.get_or_null(p_light);
	ERR_FAIL_NULL_V(light, RS::LIGHT_BAKE_DISABLED);
	return light->bake_mode;
}
uint64_t LightStorage::light_get_version(RID p_light) const {
	const Light *light = light_owner.get_or_null(p_light);
	ERR_FAIL_NULL_V(light, 0);
	return light->version;
}
uint32_t LightStorage::light_get_cull_mask(RID p_light) const {
	const Light *light = light_owner.get_or_null(p_light);
	ERR_FAIL_NULL_V(light, 0);
	return light->cull_mask;
}
AABB LightStorage::light_get_aabb(RID p_light) const {