### Tested versions

Reproductible in 4.2 stable
Not reproductible in 4.1.3 stable

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 650 Ti (NVIDIA; 30.0.14.7444) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

Reflection probes simply don't work on Vulkan mobile and Compatibility renderer.
Godot 4.1.3:
![image](https://github.com/godotengine/godot/assets/25274301/80ccb23c-8986-4662-a5e6-9846c361febe)
Godot 4.2:
![image](https://github.com/godotengine/godot/assets/25274301/f0fd93b0-a912-4f14-aa24-0cf6353c4484)

### Steps to reproduce

1. Create a sphere with a metallic material with low roughness.
2. Create some geometry to reflect off of the sphere
3. Add a reflection probe to the scene

### Minimal reproduction project (MRP)

[ReflectionProbes.zip](https://github.com/godotengine/godot/files/13592653/ReflectionProbes.zip)

LightInstance *light_instance = light_instance_owner.get_or_null(p_light);
	
	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));
		uint32_t key = shadow_atlas->shadow_owners[p_light];
		uint32_t q = (key >> QUADRANT_SHIFT) & 0x3;
		uint32_t s = key & SHADOW_INDEX_MASK;
		shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
		if (key & OMNI_LIGHT_FLAG) {
			
			shadow_atlas->quadrants[q].shadows.write[s + 1].owner = RID();
		}
		shadow_atlas->shadow_owners.erase(p_light);
	}
	if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
		ForwardIDStorage::get_singleton()->free_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, light_instance->forward_id);
	}
	light_instance_owner.free(p_light);
}
void LightStorage::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {