### Godot version

4.2 beta 1 Android editor

### System information

Godot v4.2.beta1 - Android - Vulkan (Mobile) - Moto G Power 2021 - integrated Adreno (TM) 610 -  (8 Threads)

### Issue description

When viewing meshes in the inspector instead of seeing the actual mesh I see random VRAM garbage on certain screens but not on others, and the actual mesh in the 3d viewport is not effected, it's only the inspector views that are effected. It seems like messing with material settings seems to cause it to go away, if I apply.a default standard material it happens but when I change certain settings like transparency or detail it goes away for some reason, maybe it has to do with incorrect rendering of opaque objects?

![Screenshot_20231017-015746](https://github.com/godotengine/godot/assets/11543824/109a60e7-7339-4ab5-b365-fc8c0997268c)


### Steps to reproduce

1. Create new project
2. Add a mesh (I tested a BoxMesh)
3. Add a StandardMaterial3D to the mesh
4. Go into material settings

### Minimal reproduction project

N/A
uint32_t gi_offset; 
			uint32_t layer_mask = 1;
			float lightmap_uv_scale[4]; 
			uint32_t reflection_probes[2]; 
			uint32_t omni_lights[2]; 
			uint32_t spot_lights[2]; 
			uint32_t decals[2]; 
			float compressed_aabb_position[4];
			float compressed_aabb_size[4];
			float uv_scale[4];
		};
		RID instance_buffer[RENDER_LIST_MAX];
		uint32_t instance_buffer_size[RENDER_LIST_MAX] = { 0, 0, 0 };
		LocalVector<InstanceData> instance_data[RENDER_LIST_MAX];
		
		LightmapData lightmaps[MAX_LIGHTMAPS];
		RID lightmap_ids[MAX_LIGHTMAPS];
		bool lightmap_has_sh[MAX_LIGHTMAPS];
		uint32_t lightmaps_used = 0;
		uint32_t max_lightmaps;
		RID lightmap_buffer;
		LightmapCaptureData *lightmap_captures = nullptr;
		uint32_t max_lightmap_captures;
		RID lightmap_capture_buffer;
		bool used_screen_texture = false;
		bool used_normal_texture = false;
		bool used_depth_texture = false;
		bool used_sss = false;
		struct ShadowPass {
			uint32_t element_from;