### 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)

SortArray<LightInstanceDepthSort> sorter;
		sorter.sort(spot_light_sort, spot_light_count);
	}
	bool using_forward_ids = forward_id_storage->uses_forward_ids();
	for (uint32_t i = 0; i < (omni_light_count + spot_light_count); i++) {
		uint32_t index = (i < omni_light_count) ? i : i - (omni_light_count);
		LightData &light_data = (i < omni_light_count) ? omni_lights[index] : spot_lights[index];
		RS::LightType type = (i < omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
		LightInstance *light_instance = (i < omni_light_count) ? omni_light_sort[index].light_instance : spot_light_sort[index].light_instance;
		Light *light = (i < omni_light_count) ? omni_light_sort[index].light : spot_light_sort[index].light;
		real_t distance = (i < omni_light_count) ? omni_light_sort[index].depth : spot_light_sort[index].depth;
		if (using_forward_ids) {
			forward_id_storage->map_forward_id(type == RS::LIGHT_OMNI ? RendererRD::FORWARD_ID_TYPE_OMNI_LIGHT : RendererRD::FORWARD_ID_TYPE_SPOT_LIGHT, light_instance->forward_id, index, light_instance->last_pass);
		}
		Transform3D light_transform = light_instance->transform;
		float sign = light->negative ? -1 : 1;
		Color linear_col = light->color.srgb_to_linear();
		light_data.attenuation = light->param[RS::LIGHT_PARAM_ATTENUATION];
		
		float fade_begin = 0.0;
		float fade_shadow = 0.0;
		float fade_length = 0.0;
		float fade = 1.0;
		float shadow_opacity_fade = 1.0;
		if (light->distance_fade) {
			fade_begin = light->distance_fade_begin;
			fade_shadow = light->distance_fade_shadow;
			fade_length = light->distance_fade_length;
			
			if (distance > fade_begin) {