### 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)

const Light *light = light_owner.get_or_null(p_light);
	ERR_FAIL_NULL_V(light, 0);
	return light->version;
}
uint32_t LightStorage::light_get_cull_mask(RID p_light) const {
	const Light *light = light_owner.get_or_null(p_light);
	ERR_FAIL_NULL_V(light, 0);
	return light->cull_mask;
}
AABB LightStorage::light_get_aabb(RID p_light) const {
	const Light *light = light_owner.get_or_null(p_light);
	ERR_FAIL_NULL_V(light, AABB());
	switch (light->type) {
		case RS::LIGHT_SPOT: {
			float len = light->param[RS::LIGHT_PARAM_RANGE];
			float size = Math::tan(Math::deg_to_rad(light->param[RS::LIGHT_PARAM_SPOT_ANGLE])) * len;
			return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
		};
		case RS::LIGHT_OMNI: {
			float r = light->param[RS::LIGHT_PARAM_RANGE];
			return AABB(-Vector3(r, r, r), Vector3(r, r, r) * 2);
		};
		case RS::LIGHT_DIRECTIONAL: {
			return AABB();
		};
	}
	ERR_FAIL_V(AABB());
}
Dependency *LightStorage::light_get_dependency(RID p_light) const {