### 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)

if (!shadow_cubemaps.has(p_size)) {
		ShadowCubemap sc;
		{
			RD::TextureFormat tf;
			tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
			tf.width = p_size;
			tf.height = p_size;
			tf.texture_type = RD::TEXTURE_TYPE_CUBE;
			tf.array_layers = 6;
			tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
			sc.cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
		}
		for (int i = 0; i < 6; i++) {
			RID side_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), sc.cubemap, i, 0);
			Vector<RID> fbtex;
			fbtex.push_back(side_texture);
			sc.side_fb[i] = RD::get_singleton()->framebuffer_create(fbtex);
		}
		shadow_cubemaps[p_size] = sc;
	}
	return &shadow_cubemaps[p_size];
}
RID LightStorage::get_cubemap(int p_size) {