### Tested versions

Reproductible in 4.2 stable
Not reproductible in 4.1.3 stable

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 650 Ti (NVIDIA; 30.0.14.7444) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

Reflection probes simply don't work on Vulkan mobile and Compatibility renderer.
Godot 4.1.3:
![image](https://github.com/godotengine/godot/assets/25274301/80ccb23c-8986-4662-a5e6-9846c361febe)
Godot 4.2:
![image](https://github.com/godotengine/godot/assets/25274301/f0fd93b0-a912-4f14-aa24-0cf6353c4484)

### Steps to reproduce

1. Create a sphere with a metallic material with low roughness.
2. Create some geometry to reflect off of the sphere
3. Add a reflection probe to the scene

### Minimal reproduction project (MRP)

[ReflectionProbes.zip](https://github.com/godotengine/godot/files/13592653/ReflectionProbes.zip)

}
	if (spot_lights != nullptr) {
		memdelete_arr(spot_lights);
		spot_lights = nullptr;
	}
	if (omni_light_sort != nullptr) {
		memdelete_arr(omni_light_sort);
		omni_light_sort = nullptr;
	}
	if (spot_light_sort != nullptr) {
		memdelete_arr(spot_light_sort);
		spot_light_sort = nullptr;
	}
}
void LightStorage::set_max_lights(const uint32_t p_max_lights) {
	max_lights = p_max_lights;
	uint32_t light_buffer_size = max_lights * sizeof(LightData);
	omni_lights = memnew_arr(LightData, max_lights);
	omni_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
	omni_light_sort = memnew_arr(LightInstanceDepthSort, max_lights);
	spot_lights = memnew_arr(LightData, max_lights);
	spot_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
	spot_light_sort = memnew_arr(LightInstanceDepthSort, max_lights);
	
	max_directional_lights = RendererSceneRender::MAX_DIRECTIONAL_LIGHTS;
	uint32_t directional_light_buffer_size = max_directional_lights * sizeof(DirectionalLightData);
	directional_lights = memnew_arr(DirectionalLightData, max_directional_lights);
	directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
}
void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows) {