### 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)

#include "rendering_device_vulkan.h"
#include "core/config/project_settings.h"
#include "core/io/compression.h"
#include "core/io/dir_access.h"
#include "core/io/file_access.h"
#include "core/io/marshalls.h"
#include "core/os/os.h"
#include "core/templates/hashfuncs.h"
#include "drivers/vulkan/vulkan_context.h"
#include "thirdparty/misc/smolv.h"
static const uint32_t SMALL_ALLOCATION_MAX_SIZE = 4096;
RenderingDeviceVulkan::Buffer *RenderingDeviceVulkan::_get_buffer_from_owner(RID p_buffer, VkPipelineStageFlags &r_stage_mask, VkAccessFlags &r_access_mask, BitField<BarrierMask> p_post_barrier) {
	Buffer *buffer = nullptr;
	if (vertex_buffer_owner.owns(p_buffer)) {
		buffer = vertex_buffer_owner.get_or_null(p_buffer);
		r_stage_mask |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
		r_access_mask |= VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
		if (buffer->usage & VK_BUFFER_USAGE_STORAGE_BUFFER_BIT) {
			if (p_post_barrier.has_flag(BARRIER_MASK_VERTEX)) {
				r_access_mask |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
				r_stage_mask |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT;
			}
			if (p_post_barrier.has_flag(BARRIER_MASK_FRAGMENT)) {