### 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
}
void RasterizerSceneGLES3::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
}
void RasterizerSceneGLES3::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
}
void RasterizerSceneGLES3::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
}
void RasterizerSceneGLES3::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
}
void RasterizerSceneGLES3::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
}
void RasterizerSceneGLES3::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
}
void RasterizerSceneGLES3::environment_set_volumetric_fog_filter_active(bool p_enable) {
}
Ref<Image> RasterizerSceneGLES3::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
	return Ref<Image>();
}
void RasterizerSceneGLES3::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
	scene_state.positional_shadow_quality = p_quality;
}
void RasterizerSceneGLES3::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
	scene_state.directional_shadow_quality = p_quality;
}
RID RasterizerSceneGLES3::fog_volume_instance_create(RID p_fog_volume) {
	return RID();
}
void RasterizerSceneGLES3::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
}
void RasterizerSceneGLES3::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {