### Godot version

4.2 beta 1 Android editor

### System information

Godot v4.2.beta1 - Android - Vulkan (Mobile) - Moto G Power 2021 - integrated Adreno (TM) 610 -  (8 Threads)

### Issue description

When viewing meshes in the inspector instead of seeing the actual mesh I see random VRAM garbage on certain screens but not on others, and the actual mesh in the 3d viewport is not effected, it's only the inspector views that are effected. It seems like messing with material settings seems to cause it to go away, if I apply.a default standard material it happens but when I change certain settings like transparency or detail it goes away for some reason, maybe it has to do with incorrect rendering of opaque objects?

![Screenshot_20231017-015746](https://github.com/godotengine/godot/assets/11543824/109a60e7-7339-4ab5-b365-fc8c0997268c)


### Steps to reproduce

1. Create new project
2. Add a mesh (I tested a BoxMesh)
3. Add a StandardMaterial3D to the mesh
4. Go into material settings

### Minimal reproduction project

N/A
struct CopyToDP {
		CubeToDpShaderRD shader;
		RID shader_version;
		PipelineCacheRD pipeline;
	} cube_to_dp;
	
	struct CubemapDownsamplerPushConstant {
		uint32_t face_size;
		uint32_t face_id;
		float pad[2];
	};
	struct CubemapDownsampler {
		CubemapDownsamplerPushConstant push_constant;
		CubemapDownsamplerShaderRD compute_shader;
		CubemapDownsamplerRasterShaderRD raster_shader;
		RID shader_version;
		RID compute_pipeline;
		PipelineCacheRD raster_pipeline;
	} cubemap_downsampler;
	enum CubemapFilterMode {
		FILTER_MODE_HIGH_QUALITY,
		FILTER_MODE_LOW_QUALITY,
		FILTER_MODE_HIGH_QUALITY_ARRAY,
		FILTER_MODE_LOW_QUALITY_ARRAY,
		FILTER_MODE_MAX,
	};
	struct CubemapFilterRasterPushConstant {
		uint32_t mip_level;
		uint32_t face_id;
		float pad[2];