### Godot version

4.2.dev 5ee983188de97ae027f9b9c1443438063f708a7e

### System information

Windows 10 - Compatibility renderer 

### Issue description

When running a VR project sky contribution is not working in the compatibility renderer:

![image](https://github.com/godotengine/godot/assets/1945449/7aa19569-95c8-41a2-913b-37b81f4728a7)

It is working fine in normal mode. Can be worked around by setting sky contribution to 0 and providing an ambient color.

### Steps to reproduce

Try any project with a proper sky setup in XR, just switch to compatibility renderer.

### Minimal reproduction project

I'll try and create an MVP soon that can be used without XR hardware, but for now this can be used:
https://github.com/BastiaanOlij/godot_openxr_demo
#endif
			node = bsp[node].over;
		} else {
#ifdef DEBUG_ENABLED
			ERR_FAIL_COND(bsp[node].under >= 0 && bsp[node].under < node);
#endif
			node = bsp[node].under;
		}
	}
	if (node == Lightmap::BSP::EMPTY_LEAF) {
		return; 
	}
	node = ABS(node) - 1;
	uint32_t *tetrahedron = (uint32_t *)&lm->tetrahedra[node * 4];
	Vector3 points[4] = { lm->points[tetrahedron[0]], lm->points[tetrahedron[1]], lm->points[tetrahedron[2]], lm->points[tetrahedron[3]] };
	const Color *sh_colors[4]{ &lm->point_sh[tetrahedron[0] * 9], &lm->point_sh[tetrahedron[1] * 9], &lm->point_sh[tetrahedron[2] * 9], &lm->point_sh[tetrahedron[3] * 9] };
	Color barycentric = Geometry3D::tetrahedron_get_barycentric_coords(points[0], points[1], points[2], points[3], p_point);
	for (int i = 0; i < 4; i++) {
		float c = CLAMP(barycentric[i], 0.0, 1.0);
		for (int j = 0; j < 9; j++) {
			r_sh[j] += sh_colors[i][j] * c;
		}
	}
}
bool LightStorage::lightmap_is_interior(RID p_lightmap) const {
	Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
	ERR_FAIL_NULL_V(lightmap, false);
	return lightmap->interior;
}
void LightStorage::lightmap_set_probe_capture_update_speed(float p_speed) {