### 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->param[p_param] = p_value;
}
void LightStorage::light_set_shadow(RID p_light, bool p_enabled) {
	Light *light = light_owner.get_or_null(p_light);
	ERR_FAIL_NULL(light);
	light->shadow = p_enabled;
	light->version++;
	light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
}
void LightStorage::light_set_projector(RID p_light, RID p_texture) {
	TextureStorage *texture_storage = TextureStorage::get_singleton();
	Light *light = light_owner.get_or_null(p_light);
	ERR_FAIL_NULL(light);
	if (light->projector == p_texture) {
		return;
	}
	ERR_FAIL_COND(p_texture.is_valid() && !texture_storage->owns_texture(p_texture));
	if (light->type != RS::LIGHT_DIRECTIONAL && light->projector.is_valid()) {
		texture_storage->texture_remove_from_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI);
	}
	light->projector = p_texture;
	if (light->type != RS::LIGHT_DIRECTIONAL) {
		if (light->projector.is_valid()) {
			texture_storage->texture_add_to_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI);
		}
		light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR);
	}
}
void LightStorage::light_set_negative(RID p_light, bool p_enable) {