### Godot version

4.1.stable

### System information

Android13

### Issue description

I'm trying to import the obj model file on Android but there seems to be some compatibility issues? You can do two tests on both the computer and the mobile side to make sure what I'm saying is true.
![Screenshot_2023-08-07-19-44-12-648_org godotengine editor v4](https://github.com/godotengine/godot/assets/64678717/69e05974-96df-460b-b062-ae99f62b8af2)


### Steps to reproduce

Create an obj file and import it into the Godot engine on Android.

### Minimal reproduction project
[test.zip](https://github.com/godotengine/godot/files/12279298/test.zip)


framebuffer_create_info.height = p_framebuffer->size.height;
		framebuffer_create_info.layers = 1;
		VkResult err = vkCreateFramebuffer(device, &framebuffer_create_info, nullptr, &version.framebuffer);
		ERR_FAIL_COND_V_MSG(err, ERR_CANT_CREATE, "vkCreateFramebuffer failed with error " + itos(err) + ".");
		version.subpass_count = framebuffer_formats[p_framebuffer->format_id].E->key().passes.size();
		p_framebuffer->framebuffers.insert(vk, version);
	}
	const Framebuffer::Version &version = p_framebuffer->framebuffers[vk];
	*r_framebuffer = version.framebuffer;
	*r_render_pass = version.render_pass;
	*r_subpass_count = version.subpass_count;
	return OK;
}
Error RenderingDeviceVulkan::_draw_list_render_pass_begin(Framebuffer *framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_colors, float p_clear_depth, uint32_t p_clear_stencil, Point2i viewport_offset, Point2i viewport_size, VkFramebuffer vkframebuffer, VkRenderPass render_pass, VkCommandBuffer command_buffer, VkSubpassContents subpass_contents, const Vector<RID> &p_storage_textures) {
	VkRenderPassBeginInfo render_pass_begin;
	render_pass_begin.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
	render_pass_begin.pNext = nullptr;
	render_pass_begin.renderPass = render_pass;
	render_pass_begin.framebuffer = vkframebuffer;
	/*
	 * Given how API works, it makes sense to always fully operate on the whole framebuffer.
	 * This allows better continue operations for operations like shadowmapping.
	render_pass_begin.renderArea.extent.width = viewport_size.width;
	render_pass_begin.renderArea.extent.height = viewport_size.height;
	render_pass_begin.renderArea.offset.x = viewport_offset.x;
	render_pass_begin.renderArea.offset.y = viewport_offset.y;
	*/
	render_pass_begin.renderArea.extent.width = framebuffer->size.width;
	render_pass_begin.renderArea.extent.height = framebuffer->size.height;
	render_pass_begin.renderArea.offset.x = 0;