### Godot version

4.1.stable

### System information

Android13

### Issue description

I'm trying to import the obj model file on Android but there seems to be some compatibility issues? You can do two tests on both the computer and the mobile side to make sure what I'm saying is true.
![Screenshot_2023-08-07-19-44-12-648_org godotengine editor v4](https://github.com/godotengine/godot/assets/64678717/69e05974-96df-460b-b062-ae99f62b8af2)


### Steps to reproduce

Create an obj file and import it into the Godot engine on Android.

### Minimal reproduction project
[test.zip](https://github.com/godotengine/godot/files/12279298/test.zip)


return context->get_device_vendor_name();
}
String RenderingDeviceVulkan::get_device_name() const {
	return context->get_device_name();
}
RenderingDevice::DeviceType RenderingDeviceVulkan::get_device_type() const {
	return context->get_device_type();
}
String RenderingDeviceVulkan::get_device_api_version() const {
	return context->get_device_api_version();
}
String RenderingDeviceVulkan::get_device_pipeline_cache_uuid() const {
	return context->get_device_pipeline_cache_uuid();
}
void RenderingDeviceVulkan::_finalize_command_bufers() {
	if (draw_list) {
		ERR_PRINT("Found open draw list at the end of the frame, this should never happen (further drawing will likely not work).");
	}
	if (compute_list) {
		ERR_PRINT("Found open compute list at the end of the frame, this should never happen (further compute will likely not work).");
	}
	{ 
		vkEndCommandBuffer(frames[frame].setup_command_buffer);
		vkEndCommandBuffer(frames[frame].draw_command_buffer);
	}
}
void RenderingDeviceVulkan::_begin_frame() {