### 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)


bool bool_value;
	};
	uint32_t stage_flags;
};
struct RenderingDeviceVulkanShaderBinaryData {
	uint64_t vertex_input_mask;
	uint32_t fragment_output_mask;
	uint32_t specialization_constants_count;
	uint32_t is_compute;
	uint32_t compute_local_size[3];
	uint32_t set_count;
	uint32_t push_constant_size;
	uint32_t push_constant_vk_stages_mask;
	uint32_t stage_count;
	uint32_t shader_name_len;
};
Vector<uint8_t> RenderingDeviceVulkan::shader_compile_binary_from_spirv(const Vector<ShaderStageSPIRVData> &p_spirv, const String &p_shader_name) {
	SpirvReflectionData spirv_data;
	if (_reflect_spirv(p_spirv, spirv_data) != OK) {
		return Vector<uint8_t>();
	}
	ERR_FAIL_COND_V_MSG((uint32_t)spirv_data.uniforms.size() > limits.maxBoundDescriptorSets, Vector<uint8_t>(),
			"Number of uniform sets is larger than what is supported by the hardware (" + itos(limits.maxBoundDescriptorSets) + ").");
	
	RenderingDeviceVulkanShaderBinaryData binary_data{};
	Vector<Vector<RenderingDeviceVulkanShaderBinaryDataBinding>> uniform_info; 
	Vector<RenderingDeviceVulkanShaderBinarySpecializationConstant> specialization_constants;
	{
		binary_data.vertex_input_mask = spirv_data.vertex_input_mask;
		binary_data.fragment_output_mask = spirv_data.fragment_output_mask;