### Godot version

v4.2.beta4.official [93cdacbb0], 4.1.2.stable

### System information

Godot v4.2.beta4 - Android 10 - Vulkan (Mobile)

### Issue description

This happens only when trying to run it on Android 10 using the mobile renderer.

It fails on Samsung Galaxy S9+ (Android 10).
It works on Nokia 5.4 (Android 12).

The surface tool doesn't seem generate mesh at least not visible one. It also fails to generate collision mesh as a character will fall through it.

I included an example code. 

### Steps to reproduce

Export the attached reproduction project (remember to set the renderer to mobile) and install it on an Android phone. The phone I tested is Samsung Galaxy S9+ with Android 10.


### Minimal reproduction project

[SurfaceToolBug.zip](https://github.com/godotengine/godot/files/13237789/SurfaceToolBug.zip)

frames[frame].samplers_to_dispose_of.push_back(*sampler);
		sampler_owner.free(p_id);
	} else if (vertex_buffer_owner.owns(p_id)) {
		Buffer *vertex_buffer = vertex_buffer_owner.get_or_null(p_id);
		frames[frame].buffers_to_dispose_of.push_back(*vertex_buffer);
		vertex_buffer_owner.free(p_id);
	} else if (vertex_array_owner.owns(p_id)) {
		vertex_array_owner.free(p_id);
	} else if (index_buffer_owner.owns(p_id)) {
		IndexBuffer *index_buffer = index_buffer_owner.get_or_null(p_id);
		Buffer b;
		b.allocation = index_buffer->allocation;
		b.buffer = index_buffer->buffer;
		b.size = index_buffer->size;
		b.buffer_info = {};
		frames[frame].buffers_to_dispose_of.push_back(b);
		index_buffer_owner.free(p_id);
	} else if (index_array_owner.owns(p_id)) {
		index_array_owner.free(p_id);
	} else if (shader_owner.owns(p_id)) {
		Shader *shader = shader_owner.get_or_null(p_id);
		frames[frame].shaders_to_dispose_of.push_back(*shader);
		shader_owner.free(p_id);
	} else if (uniform_buffer_owner.owns(p_id)) {
		Buffer *uniform_buffer = uniform_buffer_owner.get_or_null(p_id);
		frames[frame].buffers_to_dispose_of.push_back(*uniform_buffer);
		uniform_buffer_owner.free(p_id);
	} else if (texture_buffer_owner.owns(p_id)) {
		TextureBuffer *texture_buffer = texture_buffer_owner.get_or_null(p_id);
		frames[frame].buffers_to_dispose_of.push_back(texture_buffer->buffer);