### Godot version

4.0.1-stable

### System information

Android 12, Mobile Renderer

### Issue description

When retrieving Mesh data from a MeshInstance3D like so...
```GDScript
var mesh = self.get_mesh()
var mesh_array = mesh.surface_get_arrays(0)
var vertex_array = mesh_array[Mesh.ARRAY_VERTEX]
var index_array = mesh_array[Mesh.ARRAY_INDEX]
```
...the index_array contains vertex indices that are not within the vertex_array.

This issue does not occur in the Linux editor, but does occur on my Android build:
Android 12
arm64v8
sdk version 32.0.0
ndk version 23.2.8568313

### Steps to reproduce

Download the minimal reproduction project, which contains an example ArrayMesh and GDScript script which has the code shown above. Build to Android using the 4.0.1 build template and test.

### Minimal reproduction project

[Array_Mesh_Test.zip](https://github.com/godotengine/godot/files/11133179/Array_Mesh_Test.zip)

struct ComputeList {
		VkCommandBuffer command_buffer = VK_NULL_HANDLE; 
		struct SetState {
			uint32_t pipeline_expected_format = 0;
			uint32_t uniform_set_format = 0;
			VkDescriptorSet descriptor_set = VK_NULL_HANDLE;
			RID uniform_set;
			bool bound = false;
		};
		struct State {
			HashSet<Texture *> textures_to_sampled_layout;
			SetState sets[MAX_UNIFORM_SETS];
			uint32_t set_count = 0;
			RID pipeline;
			RID pipeline_shader;
			uint32_t local_group_size[3] = { 0, 0, 0 };
			VkPipelineLayout pipeline_layout = VK_NULL_HANDLE;
			uint32_t pipeline_push_constant_stages = 0;
			bool allow_draw_overlap;
		} state;
#ifdef DEBUG_ENABLED
		struct Validation {
			bool active = true; 
			Vector<uint32_t> set_formats;
			Vector<bool> set_bound;
			Vector<RID> set_rids;