### 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)

draw_list_storage_textures.push_back(p_storage_textures[i]);
		}
	}
	vkCmdBeginRenderPass(command_buffer, &render_pass_begin, subpass_contents);
	
	draw_list_bound_textures.clear();
	draw_list_unbind_color_textures = p_final_color_action != FINAL_ACTION_CONTINUE;
	draw_list_unbind_depth_textures = p_final_depth_action != FINAL_ACTION_CONTINUE;
	for (int i = 0; i < framebuffer->texture_ids.size(); i++) {
		Texture *texture = texture_owner.get_or_null(framebuffer->texture_ids[i]);
		if (!texture) {
			continue;
		}
		texture->bound = true;
		draw_list_bound_textures.push_back(framebuffer->texture_ids[i]);
	}
	return OK;
}
void RenderingDeviceVulkan::_draw_list_insert_clear_region(DrawList *p_draw_list, Framebuffer *p_framebuffer, Point2i p_viewport_offset, Point2i p_viewport_size, bool p_clear_color, const Vector<Color> &p_clear_colors, bool p_clear_depth, float p_depth, uint32_t p_stencil) {
	Vector<VkClearAttachment> clear_attachments;
	int color_index = 0;
	int texture_index = 0;
	for (int i = 0; i < p_framebuffer->texture_ids.size(); i++) {
		Texture *texture = texture_owner.get_or_null(p_framebuffer->texture_ids[i]);
		if (!texture) {
			texture_index++;
			continue;
		}
		VkClearAttachment clear_at = {};
		if (p_clear_color && texture->usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT) {