### 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)

if (max_fit >= desired_fit) {
			best_size = max_fit;
		}
	}
	ERR_FAIL_COND_V(valid_quadrant_count == 0, false);
	uint64_t tick = OS::get_singleton()->get_ticks_msec();
	uint32_t old_key = SHADOW_INVALID;
	uint32_t old_quadrant = SHADOW_INVALID;
	uint32_t old_shadow = SHADOW_INVALID;
	int old_subdivision = -1;
	bool should_realloc = false;
	bool should_redraw = false;
	if (shadow_atlas->shadow_owners.has(p_light_instance)) {
		old_key = shadow_atlas->shadow_owners[p_light_instance];
		old_quadrant = (old_key >> QUADRANT_SHIFT) & 0x3;
		old_shadow = old_key & SHADOW_INDEX_MASK;
		should_realloc = shadow_atlas->quadrants[old_quadrant].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec);
		should_redraw = shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].version != p_light_version;
		if (!should_realloc) {
			shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = p_light_version;
			
			return should_redraw;
		}
		old_subdivision = shadow_atlas->quadrants[old_quadrant].subdivision;
	}
	bool is_omni = li->light_type == RS::LIGHT_OMNI;
	bool found_shadow = false;
	int new_quadrant = -1;
	int new_shadow = -1;
	if (is_omni) {