### Godot version

4.1 beta 3, 4.1 beta 1

### System information

Windows 10 - 4.1 beta 3 - Android 12

### Issue description

Crash when using SoftBody on android mobile.

### Steps to reproduce

- Simple scene setup using a plane softbody, camera.
- Export to android mobile.
- Immediate crash when open the app.

### Minimal reproduction project

[SoftbodyMobileTest.zip](https://github.com/godotengine/godot/files/11871734/SoftbodyMobileTest.zip)

_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V_MSG(local_device.is_valid(), INVALID_ID, "Local devices have no screen");
	ERR_FAIL_COND_V_MSG(draw_list != nullptr, INVALID_ID, "Only one draw list can be active at the same time.");
	ERR_FAIL_COND_V_MSG(compute_list != nullptr, INVALID_ID, "Only one draw/compute list can be active at the same time.");
	VkCommandBuffer command_buffer = frames[frame].draw_command_buffer;
	if (!context->window_is_valid_swapchain(p_screen)) {
		return INVALID_ID;
	}
	Size2i size = Size2i(context->window_get_width(p_screen), context->window_get_height(p_screen));
	_draw_list_allocate(Rect2i(Vector2i(), size), 0, 0);
#ifdef DEBUG_ENABLED
	draw_list_framebuffer_format = screen_get_framebuffer_format();
#endif
	draw_list_subpass_count = 1;
	VkRenderPassBeginInfo render_pass_begin;
	render_pass_begin.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
	render_pass_begin.pNext = nullptr;
	render_pass_begin.renderPass = context->window_get_render_pass(p_screen);
	render_pass_begin.framebuffer = context->window_get_framebuffer(p_screen);
	render_pass_begin.renderArea.extent.width = size.width;