### 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)

return _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light);
}
int LightStorage::get_directional_light_shadow_size(RID p_light_intance) {
	ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0);
	Rect2i r = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, 0);
	LightInstance *light_instance = light_instance_owner.get_or_null(p_light_intance);
	ERR_FAIL_NULL_V(light_instance, 0);
	switch (light_directional_get_shadow_mode(light_instance->light)) {
		case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
			break; 
		case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
			r.size.height /= 2;
			break;
		case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
			r.size /= 2;
			break;
	}
	return MAX(r.size.width, r.size.height);
}
LightStorage::ShadowCubemap *LightStorage::_get_shadow_cubemap(int p_size) {