### Godot version

4.1 beta 3, 4.1 beta 1

### System information

Windows 10 - 4.1 beta 3 - Android 12

### Issue description

Crash when using SoftBody on android mobile.

### Steps to reproduce

- Simple scene setup using a plane softbody, camera.
- Export to android mobile.
- Immediate crash when open the app.

### Minimal reproduction project

[SoftbodyMobileTest.zip](https://github.com/godotengine/godot/files/11871734/SoftbodyMobileTest.zip)

_THREAD_SAFE_METHOD_
	FramebufferPass pass;
	for (int i = 0; i < p_texture_attachments.size(); i++) {
		Texture *texture = texture_owner.get_or_null(p_texture_attachments[i]);
		ERR_FAIL_COND_V_MSG(texture && texture->layers != p_view_count, RID(), "Layers of our texture doesn't match view count for this framebuffer");
		if (texture && texture->usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
			pass.depth_attachment = i;
		} else if (texture && texture->usage_flags & TEXTURE_USAGE_VRS_ATTACHMENT_BIT) {
			pass.vrs_attachment = i;
		} else {
			if (texture && texture->is_resolve_buffer) {
				pass.resolve_attachments.push_back(i);
			} else {
				pass.color_attachments.push_back(texture ? i : FramebufferPass::ATTACHMENT_UNUSED);
			}
		}
	}
	Vector<FramebufferPass> passes;
	passes.push_back(pass);
	return framebuffer_create_multipass(p_texture_attachments, passes, p_format_check, p_view_count);
}
RID RenderingDeviceVulkan::framebuffer_create_multipass(const Vector<RID> &p_texture_attachments, const Vector<FramebufferPass> &p_passes, FramebufferFormatID p_format_check, uint32_t p_view_count) {