### 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)

ForwardIDStorage *forward_id_storage = ForwardIDStorage::get_singleton();
	RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
	Transform3D inverse_transform = p_camera_transform.affine_inverse();
	r_directional_light_count = 0;
	r_positional_light_count = 0;
	omni_light_count = 0;
	spot_light_count = 0;
	r_directional_light_soft_shadows = false;
	for (int i = 0; i < (int)p_lights.size(); i++) {
		LightInstance *light_instance = light_instance_owner.get_or_null(p_lights[i]);
		if (!light_instance) {
			continue;
		}
		Light *light = light_owner.get_or_null(light_instance->light);
		ERR_CONTINUE(light == nullptr);
		switch (light->type) {
			case RS::LIGHT_DIRECTIONAL: {