### 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
inst->light_passes.push_back(pass);
						}
					} else {
						
						inst->omni_light_gl_cache.push_back((uint32_t)GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance));
					}
				}
			}
			if (inst->paired_spot_light_count) {
				for (uint32_t j = 0; j < inst->paired_spot_light_count; j++) {
					RID light_instance = inst->paired_spot_lights[j];
					if (GLES3::LightStorage::get_singleton()->light_instance_get_render_pass(light_instance) != current_frame) {
						continue;
					}
					RID light = GLES3::LightStorage::get_singleton()->light_instance_get_base_light(light_instance);
					int32_t shadow_id = GLES3::LightStorage::get_singleton()->light_instance_get_shadow_id(light_instance);
					if (GLES3::LightStorage::get_singleton()->light_has_shadow(light) && shadow_id >= 0) {
						
						if (!inst->lightmap_instance.is_valid() || GLES3::LightStorage::get_singleton()->light_get_bake_mode(light) != RenderingServer::LIGHT_BAKE_STATIC) {
							GeometryInstanceGLES3::LightPass pass;
							pass.light_id = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance);
							pass.shadow_id = shadow_id;
							pass.light_instance_rid = light_instance;
							inst->light_passes.push_back(pass);
						}
					} else {
						
						inst->spot_light_gl_cache.push_back((uint32_t)GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance));
					}
				}