### 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)

shadow_atlas->shadow_owners[p_light_instance] = new_key;
		
		return true;
	}
	return should_redraw;
}
void LightStorage::_shadow_atlas_invalidate_shadow(ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx) {
	if (p_shadow->owner.is_valid()) {
		LightInstance *sli = light_instance_owner.get_or_null(p_shadow->owner);
		uint32_t old_key = p_shadow_atlas->shadow_owners[p_shadow->owner];
		if (old_key & OMNI_LIGHT_FLAG) {
			uint32_t s = old_key & SHADOW_INDEX_MASK;
			uint32_t omni_shadow_idx = p_shadow_idx + (s == (uint32_t)p_shadow_idx ? 1 : -1);
			ShadowAtlas::Quadrant::Shadow *omni_shadow = &p_shadow_atlas->quadrants[p_quadrant].shadows.write[omni_shadow_idx];
			omni_shadow->version = 0;
			omni_shadow->owner = RID();
		}
		p_shadow_atlas->shadow_owners.erase(p_shadow->owner);
		p_shadow->version = 0;
		p_shadow->owner = RID();
		sli->shadow_atlases.erase(p_atlas);
	}
}
void LightStorage::shadow_atlas_update(RID p_atlas) {
	ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
	ERR_FAIL_NULL(shadow_atlas);
	_update_shadow_atlas(shadow_atlas);
}
void LightStorage::update_directional_shadow_atlas() {