### 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)

found_shadow = _shadow_atlas_find_omni_shadows(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
	} else {
		found_shadow = _shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
	}
	if (found_shadow) {
		if (old_quadrant != SHADOW_INVALID) {
			shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = 0;
			shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].owner = RID();
			if (old_key & OMNI_LIGHT_FLAG) {
				shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].version = 0;
				shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].owner = RID();
			}
		}
		uint32_t new_key = new_quadrant << QUADRANT_SHIFT;
		new_key |= new_shadow;
		ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
		_shadow_atlas_invalidate_shadow(sh, p_atlas, shadow_atlas, new_quadrant, new_shadow);
		sh->owner = p_light_instance;
		sh->alloc_tick = tick;
		sh->version = p_light_version;
		if (is_omni) {
			new_key |= OMNI_LIGHT_FLAG;
			int new_omni_shadow = new_shadow + 1;
			ShadowAtlas::Quadrant::Shadow *extra_sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_omni_shadow];
			_shadow_atlas_invalidate_shadow(extra_sh, p_atlas, shadow_atlas, new_quadrant, new_omni_shadow);
			extra_sh->owner = p_light_instance;
			extra_sh->alloc_tick = tick;
			extra_sh->version = p_light_version;
		}
		li->shadow_atlases.insert(p_atlas);