### Godot version

4.1 beta 3, 4.1 beta 1

### System information

Windows 10 - 4.1 beta 3 - Android 12

### Issue description

Crash when using SoftBody on android mobile.

### Steps to reproduce

- Simple scene setup using a plane softbody, camera.
- Export to android mobile.
- Immediate crash when open the app.

### Minimal reproduction project

[SoftbodyMobileTest.zip](https://github.com/godotengine/godot/files/11871734/SoftbodyMobileTest.zip)

textures_to_sampled[i]->used_in_frame = frames_drawn;
			textures_to_sampled[i]->used_in_transfer = false;
			textures_to_sampled[i]->used_in_raster = false;
		}
		textures_to_sampled[i]->used_in_compute = true;
	}
	Texture **textures_to_storage = uniform_set->mutable_storage_textures.ptrw();
	for (uint32_t i = 0; i < textures_to_storage_count; i++) {
		if (textures_to_storage[i]->layout != VK_IMAGE_LAYOUT_GENERAL) {
			uint32_t src_access_flags = 0;
			if (textures_to_storage[i]->used_in_frame == frames_drawn) {
				if (textures_to_storage[i]->used_in_compute) {
					src_stage_flags |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
					src_access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
				}
				if (textures_to_storage[i]->used_in_raster) {
					src_stage_flags |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_VERTEX_SHADER_BIT;
					src_access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
				}
				if (textures_to_storage[i]->used_in_transfer) {
					src_stage_flags |= VK_PIPELINE_STAGE_TRANSFER_BIT;
					src_access_flags |= VK_ACCESS_TRANSFER_WRITE_BIT | VK_ACCESS_TRANSFER_READ_BIT;
				}
				textures_to_storage[i]->used_in_compute = false;
				textures_to_storage[i]->used_in_raster = false;
				textures_to_storage[i]->used_in_transfer = false;
			} else {
				src_access_flags = 0;
				textures_to_storage[i]->used_in_compute = false;
				textures_to_storage[i]->used_in_raster = false;