### 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
return (1 << RS::INSTANCE_LIGHT);
}
void RasterizerSceneGLES3::GeometryInstanceGLES3::pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) {
	GLES3::Config *config = GLES3::Config::get_singleton();
	paired_omni_light_count = 0;
	paired_spot_light_count = 0;
	paired_omni_lights.clear();
	paired_spot_lights.clear();
	for (uint32_t i = 0; i < p_light_instance_count; i++) {
		RS::LightType type = GLES3::LightStorage::get_singleton()->light_instance_get_type(p_light_instances[i]);
		switch (type) {
			case RS::LIGHT_OMNI: {
				if (paired_omni_light_count < (uint32_t)config->max_lights_per_object) {
					paired_omni_lights.push_back(p_light_instances[i]);
					paired_omni_light_count++;
				}
			} break;
			case RS::LIGHT_SPOT: {
				if (paired_spot_light_count < (uint32_t)config->max_lights_per_object) {
					paired_spot_lights.push_back(p_light_instances[i]);
					paired_spot_light_count++;
				}
			} break;
			default:
				break;
		}
	}
}
void RasterizerSceneGLES3::geometry_instance_free(RenderGeometryInstance *p_geometry_instance) {