### Godot version

v4.2.beta4.official [93cdacbb0], 4.1.2.stable

### System information

Godot v4.2.beta4 - Android 10 - Vulkan (Mobile)

### Issue description

This happens only when trying to run it on Android 10 using the mobile renderer.

It fails on Samsung Galaxy S9+ (Android 10).
It works on Nokia 5.4 (Android 12).

The surface tool doesn't seem generate mesh at least not visible one. It also fails to generate collision mesh as a character will fall through it.

I included an example code. 

### Steps to reproduce

Export the attached reproduction project (remember to set the renderer to mobile) and install it on an Android phone. The phone I tested is Samsung Galaxy S9+ with Android 10.


### Minimal reproduction project

[SurfaceToolBug.zip](https://github.com/godotengine/godot/files/13237789/SurfaceToolBug.zip)

_THREAD_SAFE_METHOD_
	Texture *tex = texture_owner.get_or_null(p_texture);
	ERR_FAIL_NULL_V(tex, Vector<uint8_t>());
	ERR_FAIL_COND_V_MSG(tex->bound, Vector<uint8_t>(),
			"Texture can't be retrieved while a draw list that uses it as part of a framebuffer is being created. Ensure the draw list is finalized (and that the color/depth texture using it is not set to `RenderingDevice.FINAL_ACTION_CONTINUE`) to retrieve this texture.");
	ERR_FAIL_COND_V_MSG(!(tex->usage_flags & TEXTURE_USAGE_CAN_COPY_FROM_BIT), Vector<uint8_t>(),
			"Texture requires the `RenderingDevice.TEXTURE_USAGE_CAN_COPY_FROM_BIT` to be set to be retrieved.");
	uint32_t layer_count = tex->layers;
	if (tex->type == TEXTURE_TYPE_CUBE || tex->type == TEXTURE_TYPE_CUBE_ARRAY) {
		layer_count *= 6;
	}
	ERR_FAIL_COND_V(p_layer >= layer_count, Vector<uint8_t>());
	if (tex->usage_flags & TEXTURE_USAGE_CPU_READ_BIT) {
		
		return _texture_get_data_from_image(tex, tex->image, tex->allocation, p_layer);
	} else {