### Tested versions

Reproductible in 4.2 stable
Not reproductible in 4.1.3 stable

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 650 Ti (NVIDIA; 30.0.14.7444) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

Reflection probes simply don't work on Vulkan mobile and Compatibility renderer.
Godot 4.1.3:
![image](https://github.com/godotengine/godot/assets/25274301/80ccb23c-8986-4662-a5e6-9846c361febe)
Godot 4.2:
![image](https://github.com/godotengine/godot/assets/25274301/f0fd93b0-a912-4f14-aa24-0cf6353c4484)

### Steps to reproduce

1. Create a sphere with a metallic material with low roughness.
2. Create some geometry to reflect off of the sphere
3. Add a reflection probe to the scene

### Minimal reproduction project (MRP)

[ReflectionProbes.zip](https://github.com/godotengine/godot/files/13592653/ReflectionProbes.zip)

ForwardIDStorage *forward_id_storage = ForwardIDStorage::get_singleton();
	reflection_count = 0;
	for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
		if (reflection_count == max_reflections) {
			break;
		}
		ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_reflections[i]);
		if (!rpi) {
			continue;
		}
		Transform3D transform = rpi->transform;
		reflection_sort[reflection_count].probe_instance = rpi;
		reflection_sort[reflection_count].depth = -p_camera_inverse_transform.xform(transform.origin).z;
		reflection_count++;
	}
	if (reflection_count > 0) {
		SortArray<ReflectionProbeInstanceSort> sort_array;
		sort_array.sort(reflection_sort, reflection_count);
	}
	bool using_forward_ids = forward_id_storage->uses_forward_ids();
	for (uint32_t i = 0; i < reflection_count; i++) {
		ReflectionProbeInstance *rpi = reflection_sort[i].probe_instance;
		if (using_forward_ids) {
			forward_id_storage->map_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id, i, rpi->last_pass);
		}
		ReflectionProbe *probe = reflection_probe_owner.get_or_null(rpi->probe);