### 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)

Light *light = light_owner.get_or_null(p_light);
	ERR_FAIL_NULL_V(light, nullptr);
	return &light->dependency;
}
RID LightStorage::light_instance_create(RID p_light) {
	RID li = light_instance_owner.make_rid(LightInstance());
	LightInstance *light_instance = light_instance_owner.get_or_null(li);
	light_instance->self = li;
	light_instance->light = p_light;
	light_instance->light_type = light_get_type(p_light);
	if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
		light_instance->forward_id = ForwardIDStorage::get_singleton()->allocate_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT);
	}
	return li;
}
void LightStorage::light_instance_free(RID p_light) {