### Godot version

4.1.stable

### System information

Android13

### Issue description

I'm trying to import the obj model file on Android but there seems to be some compatibility issues? You can do two tests on both the computer and the mobile side to make sure what I'm saying is true.
![Screenshot_2023-08-07-19-44-12-648_org godotengine editor v4](https://github.com/godotengine/godot/assets/64678717/69e05974-96df-460b-b062-ae99f62b8af2)


### Steps to reproduce

Create an obj file and import it into the Godot engine on Android.

### Minimal reproduction project
[test.zip](https://github.com/godotengine/godot/files/12279298/test.zip)


const uint8_t *read_ptr_mipmap = r + mipmap_offset;
		image_size = image_total - mipmap_offset;
		for (uint32_t z = 0; z < depth; z++) { 
			const uint8_t *read_ptr = read_ptr_mipmap + (image_size / depth) * z;
			for (uint32_t y = 0; y < height; y += region_size) {
				for (uint32_t x = 0; x < width; x += region_size) {
					uint32_t region_w = MIN(region_size, width - x);
					uint32_t region_h = MIN(region_size, height - y);
					uint32_t region_logic_w = MIN(region_size, logic_width - x);
					uint32_t region_logic_h = MIN(region_size, logic_height - y);
					uint32_t pixel_size = get_image_format_pixel_size(texture->format);
					uint32_t to_allocate = region_w * region_h * pixel_size;
					to_allocate >>= get_compressed_image_format_pixel_rshift(texture->format);
					uint32_t alloc_offset, alloc_size;
					Error err = _staging_buffer_allocate(to_allocate, required_align, alloc_offset, alloc_size, false);
					ERR_FAIL_COND_V(err, ERR_CANT_CREATE);
					uint8_t *write_ptr;
					{ 
						void *data_ptr = nullptr;
						VkResult vkerr = vmaMapMemory(allocator, staging_buffer_blocks[staging_buffer_current].allocation, &data_ptr);
						ERR_FAIL_COND_V_MSG(vkerr, ERR_CANT_CREATE, "vmaMapMemory failed with error " + itos(vkerr) + ".");
						write_ptr = (uint8_t *)data_ptr;
						write_ptr += alloc_offset;
					}
					uint32_t block_w, block_h;
					get_compressed_image_format_block_dimensions(texture->format, block_w, block_h);
					ERR_FAIL_COND_V(region_w % block_w, ERR_BUG);
					ERR_FAIL_COND_V(region_h % block_h, ERR_BUG);
					if (block_w != 1 || block_h != 1) {