### Godot version

4.2.dev 5ee983188de97ae027f9b9c1443438063f708a7e

### System information

Windows 10 - Compatibility renderer 

### Issue description

When running a VR project sky contribution is not working in the compatibility renderer:

![image](https://github.com/godotengine/godot/assets/1945449/7aa19569-95c8-41a2-913b-37b81f4728a7)

It is working fine in normal mode. Can be worked around by setting sky contribution to 0 and providing an ambient color.

### Steps to reproduce

Try any project with a proper sky setup in XR, just switch to compatibility renderer.

### Minimal reproduction project

I'll try and create an MVP soon that can be used without XR hardware, but for now this can be used:
https://github.com/BastiaanOlij/godot_openxr_demo
GLuint index_array_gl = 0;
			uint64_t vertex_input_mask = shader->vertex_input_mask;
			if (inst->lightmap_instance.is_valid()) {
				vertex_input_mask |= 1 << RS::ARRAY_TEX_UV2;
			}
			
			if (surf->owner->mesh_instance.is_valid()) {
				mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, vertex_input_mask, vertex_array_gl);
			} else {
				mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, vertex_input_mask, vertex_array_gl);
			}
			index_array_gl = mesh_storage->mesh_surface_get_index_buffer(mesh_surface, surf->lod_index);
			if (prev_vertex_array_gl != vertex_array_gl) {
				if (vertex_array_gl != 0) {
					glBindVertexArray(vertex_array_gl);
				}
				prev_vertex_array_gl = vertex_array_gl;
				
				prev_index_array_gl = 0;
			}
			bool use_wireframe = false;
			if (p_params->force_wireframe) {
				GLuint wireframe_index_array_gl = mesh_storage->mesh_surface_get_index_buffer_wireframe(mesh_surface);
				if (wireframe_index_array_gl) {
					index_array_gl = wireframe_index_array_gl;
					use_wireframe = true;
				}
			}
			bool use_index_buffer = index_array_gl != 0;
			if (prev_index_array_gl != index_array_gl) {