### 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
ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
	ERR_FAIL_NULL(shadow_atlas);
	ERR_FAIL_COND(p_size < 0);
	p_size = next_power_of_2(p_size);
	if (p_size == shadow_atlas->size && p_16_bits == shadow_atlas->use_16_bits) {
		return;
	}
	for (uint32_t i = 0; i < 4; i++) {
		
		for (uint32_t j = 0; j < shadow_atlas->quadrants[i].textures.size(); j++) {
			glDeleteTextures(1, &shadow_atlas->quadrants[i].textures[j]);
			glDeleteFramebuffers(1, &shadow_atlas->quadrants[i].fbos[j]);
		}
		shadow_atlas->quadrants[i].textures.clear();
		shadow_atlas->quadrants[i].fbos.clear();
		shadow_atlas->quadrants[i].shadows.clear();
		shadow_atlas->quadrants[i].shadows.resize(shadow_atlas->quadrants[i].subdivision * shadow_atlas->quadrants[i].subdivision);
	}
	
	for (const KeyValue<RID, uint32_t> &E : shadow_atlas->shadow_owners) {
		LightInstance *li = light_instance_owner.get_or_null(E.key);
		ERR_CONTINUE(!li);
		li->shadow_atlases.erase(p_atlas);
	}
	if (shadow_atlas->debug_texture != 0) {
		glDeleteTextures(1, &shadow_atlas->debug_texture);
	}
	if (shadow_atlas->debug_fbo != 0) {
		glDeleteFramebuffers(1, &shadow_atlas->debug_fbo);