### 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)

state.dstColorBlendFactor = blend_factors[p_blend_state.attachments[i].dst_color_blend_factor];
				ERR_FAIL_INDEX_V(p_blend_state.attachments[i].color_blend_op, BLEND_OP_MAX, RID());
				state.colorBlendOp = blend_operations[p_blend_state.attachments[i].color_blend_op];
				ERR_FAIL_INDEX_V(p_blend_state.attachments[i].src_alpha_blend_factor, BLEND_FACTOR_MAX, RID());
				state.srcAlphaBlendFactor = blend_factors[p_blend_state.attachments[i].src_alpha_blend_factor];
				ERR_FAIL_INDEX_V(p_blend_state.attachments[i].dst_alpha_blend_factor, BLEND_FACTOR_MAX, RID());
				state.dstAlphaBlendFactor = blend_factors[p_blend_state.attachments[i].dst_alpha_blend_factor];
				ERR_FAIL_INDEX_V(p_blend_state.attachments[i].alpha_blend_op, BLEND_OP_MAX, RID());
				state.alphaBlendOp = blend_operations[p_blend_state.attachments[i].alpha_blend_op];
				state.colorWriteMask = 0;
				if (p_blend_state.attachments[i].write_r) {
					state.colorWriteMask |= VK_COLOR_COMPONENT_R_BIT;
				}
				if (p_blend_state.attachments[i].write_g) {
					state.colorWriteMask |= VK_COLOR_COMPONENT_G_BIT;
				}
				if (p_blend_state.attachments[i].write_b) {
					state.colorWriteMask |= VK_COLOR_COMPONENT_B_BIT;
				}
				if (p_blend_state.attachments[i].write_a) {
					state.colorWriteMask |= VK_COLOR_COMPONENT_A_BIT;
				}
			}
			attachment_states.write[i] = state;
		}
	}
	color_blend_state_create_info.attachmentCount = attachment_states.size();
	color_blend_state_create_info.pAttachments = attachment_states.ptr();
	color_blend_state_create_info.blendConstants[0] = p_blend_state.blend_constant.r;
	color_blend_state_create_info.blendConstants[1] = p_blend_state.blend_constant.g;