### 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)

_THREAD_SAFE_METHOD_
	Texture *tex = texture_owner.get_or_null(p_texture);
	ERR_FAIL_NULL_V(tex, Size2i());
	return Size2i(tex->width, tex->height);
}
uint64_t RenderingDeviceVulkan::texture_get_native_handle(RID p_texture) {
	_THREAD_SAFE_METHOD_
	Texture *tex = texture_owner.get_or_null(p_texture);
	ERR_FAIL_NULL_V(tex, 0);
	return (uint64_t)tex->image;
}
Error RenderingDeviceVulkan::texture_copy(RID p_from_texture, RID p_to_texture, const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_size, uint32_t p_src_mipmap, uint32_t p_dst_mipmap, uint32_t p_src_layer, uint32_t p_dst_layer, BitField<BarrierMask> p_post_barrier) {
	_THREAD_SAFE_METHOD_
	Texture *src_tex = texture_owner.get_or_null(p_from_texture);
	ERR_FAIL_NULL_V(src_tex, ERR_INVALID_PARAMETER);
	ERR_FAIL_COND_V_MSG(src_tex->bound, ERR_INVALID_PARAMETER,
			"Source texture can't be copied while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to `RenderingDevice.FINAL_ACTION_CONTINUE`) to copy this texture.");
	ERR_FAIL_COND_V_MSG(!(src_tex->usage_flags & TEXTURE_USAGE_CAN_COPY_FROM_BIT), ERR_INVALID_PARAMETER,
			"Source texture requires the `RenderingDevice.TEXTURE_USAGE_CAN_COPY_FROM_BIT` to be set to be retrieved.");
	uint32_t src_layer_count = src_tex->layers;
	uint32_t src_width, src_height, src_depth;
	get_image_format_required_size(src_tex->format, src_tex->width, src_tex->height, src_tex->depth, p_src_mipmap + 1, &src_width, &src_height, &src_depth);
	if (src_tex->type == TEXTURE_TYPE_CUBE || src_tex->type == TEXTURE_TYPE_CUBE_ARRAY) {
		src_layer_count *= 6;
	}
	ERR_FAIL_COND_V(p_from.x < 0 || p_from.x + p_size.x > src_width, ERR_INVALID_PARAMETER);
	ERR_FAIL_COND_V(p_from.y < 0 || p_from.y + p_size.y > src_height, ERR_INVALID_PARAMETER);
	ERR_FAIL_COND_V(p_from.z < 0 || p_from.z + p_size.z > src_depth, ERR_INVALID_PARAMETER);