### Godot version

4.0.1-stable

### System information

Android 12, Mobile Renderer

### Issue description

When retrieving Mesh data from a MeshInstance3D like so...
```GDScript
var mesh = self.get_mesh()
var mesh_array = mesh.surface_get_arrays(0)
var vertex_array = mesh_array[Mesh.ARRAY_VERTEX]
var index_array = mesh_array[Mesh.ARRAY_INDEX]
```
...the index_array contains vertex indices that are not within the vertex_array.

This issue does not occur in the Linux editor, but does occur on my Android build:
Android 12
arm64v8
sdk version 32.0.0
ndk version 23.2.8568313

### Steps to reproduce

Download the minimal reproduction project, which contains an example ArrayMesh and GDScript script which has the code shown above. Build to Android using the 4.0.1 build template and test.

### Minimal reproduction project

[Array_Mesh_Test.zip](https://github.com/godotengine/godot/files/11133179/Array_Mesh_Test.zip)

class RenderingDeviceVulkan : public RenderingDevice {
	_THREAD_SAFE_CLASS_
	
	
	
	VkPhysicalDeviceLimits limits;
	static const VkFormat vulkan_formats[DATA_FORMAT_MAX];
	static const char *named_formats[DATA_FORMAT_MAX];
	static const VkCompareOp compare_operators[COMPARE_OP_MAX];
	static const VkStencilOp stencil_operations[STENCIL_OP_MAX];
	static const VkSampleCountFlagBits rasterization_sample_count[TEXTURE_SAMPLES_MAX];
	static const VkLogicOp logic_operations[RenderingDevice::LOGIC_OP_MAX];
	static const VkBlendFactor blend_factors[RenderingDevice::BLEND_FACTOR_MAX];
	static const VkBlendOp blend_operations[RenderingDevice::BLEND_OP_MAX];
	static const VkSamplerAddressMode address_modes[SAMPLER_REPEAT_MODE_MAX];
	static const VkBorderColor sampler_border_colors[SAMPLER_BORDER_COLOR_MAX];
	static const VkImageType vulkan_image_type[TEXTURE_TYPE_MAX];