### 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)

#ifdef DEBUG_ENABLED
	ERR_FAIL_COND(!descriptor_pools[p_key].has(p_pool));
#endif
	ERR_FAIL_COND(p_pool->usage == 0);
	p_pool->usage--;
	if (p_pool->usage == 0) {
		vkDestroyDescriptorPool(device, p_pool->pool, nullptr);
		descriptor_pools[p_key].erase(p_pool);
		memdelete(p_pool);
		if (descriptor_pools[p_key].is_empty()) {
			descriptor_pools.erase(p_key);
		}
	}
}
RID RenderingDeviceVulkan::uniform_set_create(const Vector<Uniform> &p_uniforms, RID p_shader, uint32_t p_shader_set) {
	_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V(p_uniforms.size() == 0, RID());
	Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_NULL_V(shader, RID());
	ERR_FAIL_COND_V_MSG(p_shader_set >= (uint32_t)shader->sets.size() || shader->sets[p_shader_set].uniform_info.size() == 0, RID(),
			"Desired set (" + itos(p_shader_set) + ") not used by shader.");
	
	const Shader::Set &set = shader->sets[p_shader_set];
	uint32_t uniform_count = p_uniforms.size();