### 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)


if (view_count != p_key.view_count) {
				return view_count < p_key.view_count;
			}
			uint32_t pass_size = passes.size();
			uint32_t key_pass_size = p_key.passes.size();
			if (pass_size != key_pass_size) {
				return pass_size < key_pass_size;
			}
			const FramebufferPass *pass_ptr = passes.ptr();
			const FramebufferPass *key_pass_ptr = p_key.passes.ptr();
			for (uint32_t i = 0; i < pass_size; i++) {
				{ 
					uint32_t attachment_size = pass_ptr[i].color_attachments.size();
					uint32_t key_attachment_size = key_pass_ptr[i].color_attachments.size();
					if (attachment_size != key_attachment_size) {
						return attachment_size < key_attachment_size;
					}
					const int32_t *pass_attachment_ptr = pass_ptr[i].color_attachments.ptr();
					const int32_t *key_pass_attachment_ptr = key_pass_ptr[i].color_attachments.ptr();
					for (uint32_t j = 0; j < attachment_size; j++) {
						if (pass_attachment_ptr[j] != key_pass_attachment_ptr[j]) {
							return pass_attachment_ptr[j] < key_pass_attachment_ptr[j];
						}
					}