### Godot version

4.2.dev 5ee983188de97ae027f9b9c1443438063f708a7e

### System information

Windows 10 - Compatibility renderer 

### Issue description

When running a VR project sky contribution is not working in the compatibility renderer:

![image](https://github.com/godotengine/godot/assets/1945449/7aa19569-95c8-41a2-913b-37b81f4728a7)

It is working fine in normal mode. Can be worked around by setting sky contribution to 0 and providing an ambient color.

### Steps to reproduce

Try any project with a proper sky setup in XR, just switch to compatibility renderer.

### Minimal reproduction project

I'll try and create an MVP soon that can be used without XR hardware, but for now this can be used:
https://github.com/BastiaanOlij/godot_openxr_demo
lightmap_probe_capture_update_speed = p_speed;
}
float LightStorage::lightmap_get_probe_capture_update_speed() const {
	return lightmap_probe_capture_update_speed;
}
RID LightStorage::lightmap_instance_create(RID p_lightmap) {
	LightmapInstance li;
	li.lightmap = p_lightmap;
	return lightmap_instance_owner.make_rid(li);
}
void LightStorage::lightmap_instance_free(RID p_lightmap) {
	lightmap_instance_owner.free(p_lightmap);
}
void LightStorage::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) {
	LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap);
	ERR_FAIL_NULL(li);
	li->transform = p_transform;
}
RID LightStorage::shadow_atlas_create() {
	return shadow_atlas_owner.make_rid(ShadowAtlas());
}
void LightStorage::shadow_atlas_free(RID p_atlas) {
	shadow_atlas_set_size(p_atlas, 0);
	shadow_atlas_owner.free(p_atlas);
}
void LightStorage::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) {