### 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)

fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
			}
			if (distance > fade_shadow) {
				shadow_opacity_fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_shadow) / fade_length);
			}
		}
		float energy = sign * light->param[RS::LIGHT_PARAM_ENERGY] * fade;
		if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) {
			energy *= light->param[RS::LIGHT_PARAM_INTENSITY];
			
			if (type == RS::LIGHT_OMNI) {
				energy *= 1.0 / (Math_PI * 4.0);
			} else {
				
				
				energy *= 1.0 / Math_PI;
			}
		} else {
			energy *= Math_PI;
		}
		if (p_render_data->camera_attributes.is_valid()) {
			energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
		}
		light_data.color[0] = linear_col.r * energy;
		light_data.color[1] = linear_col.g * energy;
		light_data.color[2] = linear_col.b * energy;
		light_data.specular_amount = light->param[RS::LIGHT_PARAM_SPECULAR] * 2.0;
		light_data.volumetric_fog_energy = light->param[RS::LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY];
		light_data.bake_mode = light->bake_mode;
		float radius = MAX(0.001, light->param[RS::LIGHT_PARAM_RANGE]);