### 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)

DrawList *dl = _get_draw_list_ptr(p_list);
	ERR_FAIL_NULL(dl);
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND_MSG(!dl->validation.active, "Submitted Draw Lists can no longer be modified.");
#endif
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND_MSG(!dl->validation.pipeline_active,
			"No render pipeline was set before attempting to draw.");
	if (dl->validation.pipeline_vertex_format != INVALID_ID) {
		
		ERR_FAIL_COND_MSG(dl->validation.vertex_format == INVALID_ID,
				"No vertex array was bound, and render pipeline expects vertices.");
		
		ERR_FAIL_COND_MSG(dl->validation.pipeline_vertex_format != dl->validation.vertex_format,
				"The vertex format used to create the pipeline does not match the vertex format bound.");
		
		ERR_FAIL_COND_MSG(p_instances > dl->validation.vertex_max_instances_allowed,
				"Number of instances requested (" + itos(p_instances) + " is larger than the maximum number supported by the bound vertex array (" + itos(dl->validation.vertex_max_instances_allowed) + ").");
	}
	if (dl->validation.pipeline_push_constant_size > 0) {
		
		ERR_FAIL_COND_MSG(!dl->validation.pipeline_push_constant_supplied,
				"The shader in this pipeline requires a push constant to be set before drawing, but it's not present.");
	}
#endif
	
	for (uint32_t i = 0; i < dl->state.set_count; i++) {
		if (dl->state.sets[i].pipeline_expected_format == 0) {
			continue; 
		}