### 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)

if (directional_shadow.depth.is_null() && directional_shadow.size > 0) {
		RD::TextureFormat tf;
		tf.format = directional_shadow.use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
		tf.width = directional_shadow.size;
		tf.height = directional_shadow.size;
		tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
		directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
		Vector<RID> fb_tex;
		fb_tex.push_back(directional_shadow.depth);
		directional_shadow.fb = RD::get_singleton()->framebuffer_create(fb_tex);
	}
}
void LightStorage::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) {
	p_size = nearest_power_of_2_templated(p_size);
	if (directional_shadow.size == p_size && directional_shadow.use_16_bits == p_16_bits) {
		return;
	}
	directional_shadow.size = p_size;
	directional_shadow.use_16_bits = p_16_bits;
	if (directional_shadow.depth.is_valid()) {
		RD::get_singleton()->free(directional_shadow.depth);
		directional_shadow.depth = RID();
		RendererSceneRenderRD::get_singleton()->base_uniforms_changed();
	}
}
void LightStorage::set_directional_shadow_count(int p_count) {