### 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)

TightLocalVector<Frame> frames; 
	int frame = 0; 
	int frame_count = 0; 
	uint64_t frames_drawn = 0;
	RID local_device;
	bool local_device_processing = false;
	void _free_pending_resources(int p_frame);
	VmaAllocator allocator = nullptr;
	HashMap<uint32_t, VmaPool> small_allocs_pools;
	VmaPool _find_or_create_small_allocs_pool(uint32_t p_mem_type_index);
	VulkanContext *context = nullptr;
	uint64_t image_memory = 0;
	uint64_t buffer_memory = 0;
	void _free_internal(RID p_id);
	void _flush(bool p_current_frame);
	bool screen_prepared = false;
	template <class T>
	void _free_rids(T &p_owner, const char *p_type);
	void _finalize_command_bufers();
	void _begin_frame();
#ifdef DEV_ENABLED
	HashMap<RID, String> resource_names;
#endif
	VkSampleCountFlagBits _ensure_supported_sample_count(TextureSamples p_requested_sample_count) const;
public:
	virtual RID texture_create(const TextureFormat &p_format, const TextureView &p_view, const Vector<Vector<uint8_t>> &p_data = Vector<Vector<uint8_t>>());
	virtual RID texture_create_shared(const TextureView &p_view, RID p_with_texture);
	virtual RID texture_create_from_extension(TextureType p_type, DataFormat p_format, TextureSamples p_samples, BitField<RenderingDevice::TextureUsageBits> p_flags, uint64_t p_image, uint64_t p_width, uint64_t p_height, uint64_t p_depth, uint64_t p_layers);
	virtual RID texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, uint32_t p_mipmaps = 1, TextureSliceType p_slice_type = TEXTURE_SLICE_2D, uint32_t p_layers = 0);
	virtual Error texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);