### 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
glDepthMask(GL_TRUE);
					} break;
					case GLES3::SceneShaderData::DEPTH_DRAW_DISABLED: {
						glDepthMask(GL_FALSE);
					} break;
				}
			}
			scene_state.current_depth_draw = shader->depth_draw;
		}
		bool uses_additive_lighting = (inst->light_passes.size() + p_render_data->directional_shadow_count) > 0;
		uses_additive_lighting = uses_additive_lighting && !shader->unshaded;
		
		/*
		 * Still a bug when atlas space is limited. Somehow need to evict light when it doesn't have a spot on the atlas, current check isn't enough
		 * Disable depth draw
		 */
		for (int32_t pass = 0; pass < MAX(1, int32_t(inst->light_passes.size() + p_render_data->directional_shadow_count)); pass++) {
			if constexpr (p_pass_mode == PASS_MODE_DEPTH || p_pass_mode == PASS_MODE_SHADOW) {
				if (pass > 0) {
					
					break;
				}
			}
			if constexpr (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
				if (!uses_additive_lighting && pass == 1) {
					
					break;
				}
				if (uses_additive_lighting && pass == 1 && !p_render_data->transparent_bg) {