### 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)

const Uniform *uniforms = p_uniforms.ptr();
	uint32_t set_uniform_count = set.uniform_info.size();
	const UniformInfo *set_uniforms = set.uniform_info.ptr();
	Vector<VkWriteDescriptorSet> writes;
	DescriptorPoolKey pool_key;
	
	List<Vector<VkDescriptorBufferInfo>> buffer_infos;
	List<Vector<VkBufferView>> buffer_views;
	List<Vector<VkDescriptorImageInfo>> image_infos;
	
	LocalVector<UniformSet::AttachableTexture> attachable_textures;
	Vector<Texture *> mutable_sampled_textures;
	Vector<Texture *> mutable_storage_textures;
	for (uint32_t i = 0; i < set_uniform_count; i++) {
		const UniformInfo &set_uniform = set_uniforms[i];
		int uniform_idx = -1;
		for (int j = 0; j < (int)uniform_count; j++) {
			if (uniforms[j].binding == set_uniform.binding) {
				uniform_idx = j;
			}
		}
		ERR_FAIL_COND_V_MSG(uniform_idx == -1, RID(),
				"All the shader bindings for the given set must be covered by the uniforms provided. Binding (" + itos(set_uniform.binding) + "), set (" + itos(p_shader_set) + ") was not provided.");
		const Uniform &uniform = uniforms[uniform_idx];
		ERR_FAIL_COND_V_MSG(uniform.uniform_type != set_uniform.type, RID(),
				"Mismatch uniform type for binding (" + itos(set_uniform.binding) + "), set (" + itos(p_shader_set) + "). Expected '" + shader_uniform_names[set_uniform.type] + "', supplied: '" + shader_uniform_names[uniform.uniform_type] + "'.");
		VkWriteDescriptorSet write; 
		write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
		write.pNext = nullptr;
		write.dstSet = VK_NULL_HANDLE;