### 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
LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
	ERR_FAIL_NULL(light_instance);
	
	for (const RID &E : light_instance->shadow_atlases) {
		ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(E);
		ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_light_instance));
		uint32_t key = shadow_atlas->shadow_owners[p_light_instance];
		uint32_t q = (key >> QUADRANT_SHIFT) & 0x3;
		uint32_t s = key & SHADOW_INDEX_MASK;
		shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
		shadow_atlas->shadow_owners.erase(p_light_instance);
	}
	light_instance_owner.free(p_light_instance);
}
void LightStorage::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
	LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
	ERR_FAIL_NULL(light_instance);
	light_instance->transform = p_transform;
}
void LightStorage::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
	LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
	ERR_FAIL_NULL(light_instance);
	light_instance->aabb = p_aabb;
}
void LightStorage::light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {