### Godot version

4.1.stable

### System information

Android13

### Issue description

I'm trying to import the obj model file on Android but there seems to be some compatibility issues? You can do two tests on both the computer and the mobile side to make sure what I'm saying is true.
![Screenshot_2023-08-07-19-44-12-648_org godotengine editor v4](https://github.com/godotengine/godot/assets/64678717/69e05974-96df-460b-b062-ae99f62b8af2)


### Steps to reproduce

Create an obj file and import it into the Godot engine on Android.

### Minimal reproduction project
[test.zip](https://github.com/godotengine/godot/files/12279298/test.zip)


_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V_MSG((draw_list || compute_list) && !p_use_setup_queue, ERR_INVALID_PARAMETER,
			"Updating textures is forbidden during creation of a draw or compute list");
	Texture *texture = texture_owner.get_or_null(p_texture);
	ERR_FAIL_NULL_V(texture, ERR_INVALID_PARAMETER);
	if (texture->owner != RID()) {
		p_texture = texture->owner;
		texture = texture_owner.get_or_null(texture->owner);
		ERR_FAIL_NULL_V(texture, ERR_BUG); 
	}
	ERR_FAIL_COND_V_MSG(texture->bound, ERR_CANT_ACQUIRE_RESOURCE,
			"Texture can't be updated 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 update this texture.");
	ERR_FAIL_COND_V_MSG(!(texture->usage_flags & TEXTURE_USAGE_CAN_UPDATE_BIT), ERR_INVALID_PARAMETER,
			"Texture requires the `RenderingDevice.TEXTURE_USAGE_CAN_UPDATE_BIT` to be set to be updatable.");
	uint32_t layer_count = texture->layers;
	if (texture->type == TEXTURE_TYPE_CUBE || texture->type == TEXTURE_TYPE_CUBE_ARRAY) {
		layer_count *= 6;
	}
	ERR_FAIL_COND_V(p_layer >= layer_count, ERR_INVALID_PARAMETER);
	uint32_t width, height;
	uint32_t image_size = get_image_format_required_size(texture->format, texture->width, texture->height, texture->depth, texture->mipmaps, &width, &height);
	uint32_t required_size = image_size;
	uint32_t required_align = get_compressed_image_format_block_byte_size(texture->format);
	if (required_align == 1) {
		required_align = get_image_format_pixel_size(texture->format);
	}
	if ((required_align % 4) != 0) { 
		required_align *= 4;
	}