### 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)

ERR_FAIL_COND(p_list != ID_TYPE_COMPUTE_LIST);
	ERR_FAIL_NULL(compute_list);
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND_MSG(p_x_threads == 0, "Dispatch amount of X compute threads (" + itos(p_x_threads) + ") is zero.");
	ERR_FAIL_COND_MSG(p_y_threads == 0, "Dispatch amount of Y compute threads (" + itos(p_y_threads) + ") is zero.");
	ERR_FAIL_COND_MSG(p_z_threads == 0, "Dispatch amount of Z compute threads (" + itos(p_z_threads) + ") is zero.");
#endif
	ComputeList *cl = compute_list;
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND_MSG(!cl->validation.pipeline_active, "No compute pipeline was set before attempting to draw.");
	if (cl->validation.pipeline_push_constant_size > 0) {
		
		ERR_FAIL_COND_MSG(!cl->validation.pipeline_push_constant_supplied,
				"The shader in this pipeline requires a push constant to be set before drawing, but it's not present.");
	}
#endif
	compute_list_dispatch(p_list, (p_x_threads - 1) / cl->state.local_group_size[0] + 1, (p_y_threads - 1) / cl->state.local_group_size[1] + 1, (p_z_threads - 1) / cl->state.local_group_size[2] + 1);
}
void RenderingDeviceVulkan::compute_list_dispatch_indirect(ComputeListID p_list, RID p_buffer, uint32_t p_offset) {