### 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)

if (!sarr[j].owner.is_valid()) {
				found_free_idx = j;
				break;
			}
			LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
			ERR_CONTINUE(!sli);
			if (sli->last_scene_pass != RendererSceneRenderRD::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_free_idx == -1 && found_used_idx == -1) {
			continue; 
		}
		if (found_free_idx == -1 && found_used_idx != -1) {
			found_free_idx = found_used_idx;
		}
		r_quadrant = qidx;
		r_shadow = found_free_idx;
		return true;
	}
	return false;
}
bool LightStorage::_shadow_atlas_find_omni_shadows(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) {