### 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)

write.pBufferInfo = &buffer->buffer_info;
				write.pTexelBufferView = nullptr;
			} break;
			case UNIFORM_TYPE_INPUT_ATTACHMENT: {
				ERR_FAIL_COND_V_MSG(shader->is_compute, RID(), "InputAttachment (binding: " + itos(uniform.binding) + ") supplied for compute shader (this is not allowed).");
				if (uniform.get_id_count() != (uint32_t)set_uniform.length) {
					if (set_uniform.length > 1) {
						ERR_FAIL_V_MSG(RID(), "InputAttachment (binding: " + itos(uniform.binding) + ") is an array of (" + itos(set_uniform.length) + ") textures, so it should be provided equal number of texture IDs to satisfy it (IDs provided: " + itos(uniform.get_id_count()) + ").");
					} else {
						ERR_FAIL_V_MSG(RID(), "InputAttachment (binding: " + itos(uniform.binding) + ") should provide one ID referencing a texture (IDs provided: " + itos(uniform.get_id_count()) + ").");
					}
				}
				Vector<VkDescriptorImageInfo> image_info;
				for (uint32_t j = 0; j < uniform.get_id_count(); j++) {
					Texture *texture = texture_owner.get_or_null(uniform.get_id(j));
					ERR_FAIL_NULL_V_MSG(texture, RID(),
							"InputAttachment (binding: " + itos(uniform.binding) + ", index " + itos(j) + ") is not a valid texture.");
					ERR_FAIL_COND_V_MSG(!(texture->usage_flags & TEXTURE_USAGE_SAMPLING_BIT), RID(),
							"InputAttachment (binding: " + itos(uniform.binding) + ", index " + itos(j) + ") needs the TEXTURE_USAGE_SAMPLING_BIT usage flag set in order to be used as uniform.");
					VkDescriptorImageInfo img_info;
					img_info.sampler = VK_NULL_HANDLE;
					img_info.imageView = texture->view;
					DEV_ASSERT(!texture->owner.is_valid() || texture_owner.get_or_null(texture->owner));
					img_info.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
					image_info.push_back(img_info);
				}
				write.dstArrayElement = 0;
				write.descriptorCount = uniform.get_id_count();
				write.descriptorType = VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT;
				write.pImageInfo = image_infos.push_back(image_info)->get().ptr();