### 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
r_shadow = shadow_atlas->quadrants[qidx].textures.size();
			shadow_atlas->quadrants[qidx].textures.push_back(texture_id);
			shadow_atlas->quadrants[qidx].fbos.push_back(fbo_id);
			return true;
		}
		int found_used_idx = -1; 
		uint64_t min_pass = 0; 
		for (int j = 0; j < sc; j++) {
			LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
			ERR_CONTINUE(!sli);
			if (sli->last_scene_pass != RasterizerSceneGLES3::get_singleton()->get_scene_pass()) {
				
				if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
					continue;
				}
				if (found_used_idx == -1 || sli->last_scene_pass < min_pass) {
					found_used_idx = j;
					min_pass = sli->last_scene_pass;
				}
			}
		}
		if (found_used_idx != -1) {
			r_quadrant = qidx;
			r_shadow = found_used_idx;
			return true;
		}
	}
	return false;
}
void LightStorage::_shadow_atlas_invalidate_shadow(ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx) {