### 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)

write.pImageInfo = image_infos.push_back(image_info)->get().ptr();
				write.pBufferInfo = nullptr;
				write.pTexelBufferView = nullptr;
				type_size = uniform.get_id_count();
			} break;
			case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE: {
				if (uniform.get_id_count() != (uint32_t)set_uniform.length * 2) {
					if (set_uniform.length > 1) {
						ERR_FAIL_V_MSG(RID(), "SamplerTexture (binding: " + itos(uniform.binding) + ") is an array of (" + itos(set_uniform.length) + ") sampler&texture elements, so it should provided twice the amount of IDs (sampler,texture pairs) to satisfy it (IDs provided: " + itos(uniform.get_id_count()) + ").");
					} else {
						ERR_FAIL_V_MSG(RID(), "SamplerTexture (binding: " + itos(uniform.binding) + ") should provide two IDs referencing a sampler and then a texture (IDs provided: " + itos(uniform.get_id_count()) + ").");
					}
				}
				Vector<VkDescriptorImageInfo> image_info;
				for (uint32_t j = 0; j < uniform.get_id_count(); j += 2) {
					VkSampler *sampler = sampler_owner.get_or_null(uniform.get_id(j + 0));
					ERR_FAIL_NULL_V_MSG(sampler, RID(), "SamplerBuffer (binding: " + itos(uniform.binding) + ", index " + itos(j + 1) + ") is not a valid sampler.");
					Texture *texture = texture_owner.get_or_null(uniform.get_id(j + 1));
					ERR_FAIL_NULL_V_MSG(texture, RID(), "Texture (binding: " + itos(uniform.binding) + ", index " + itos(j) + ") is not a valid texture.");
					ERR_FAIL_COND_V_MSG(!(texture->usage_flags & TEXTURE_USAGE_SAMPLING_BIT), RID(),
							"Texture (binding: " + itos(uniform.binding) + ", index " + itos(j) + ") needs the TEXTURE_USAGE_SAMPLING_BIT usage flag set in order to be used as uniform.");
					VkDescriptorImageInfo img_info;
					img_info.sampler = *sampler;
					img_info.imageView = texture->view;
					if (texture->usage_flags & (TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | TEXTURE_USAGE_INPUT_ATTACHMENT_BIT)) {
						UniformSet::AttachableTexture attachable_texture;
						attachable_texture.bind = set_uniform.binding;
						attachable_texture.texture = texture->owner.is_valid() ? texture->owner : uniform.get_id(j + 1);
						attachable_textures.push_back(attachable_texture);
					}