### 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 (shadow_atlas->smallest_subdiv == 1 << 30) {
		shadow_atlas->smallest_subdiv = 0;
	}
	
	int swaps = 0;
	do {
		swaps = 0;
		for (int i = 0; i < 3; i++) {
			if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) {
				SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]);
				swaps++;
			}
		}
	} while (swaps > 0);
}
bool LightStorage::_shadow_atlas_find_shadow(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) {
	for (int i = p_quadrant_count - 1; i >= 0; i--) {
		int qidx = p_in_quadrants[i];
		if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
			return false;
		}
		
		int sc = shadow_atlas->quadrants[qidx].shadows.size();
		const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
		int found_free_idx = -1; 
		int found_used_idx = -1; 
		uint64_t min_pass = 0; 
		for (int j = 0; j < sc; j++) {