### 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)

for (int i = p_quadrant_count - 1; i >= 0; i--) {
		int qidx = p_in_quadrants[i];
		if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
			return false;
		}
		
		int sc = shadow_atlas->quadrants[qidx].shadows.size();
		const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
		int found_idx = -1;
		uint64_t min_pass = 0; 
		for (int j = 0; j < sc - 1; j++) {
			uint64_t pass = 0;
			if (sarr[j].owner.is_valid()) {
				LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
				ERR_CONTINUE(!sli);
				if (sli->last_scene_pass == RendererSceneRenderRD::get_singleton()->get_scene_pass()) {
					continue;
				}
				
				if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
					continue;
				}
				pass += sli->last_scene_pass;
			}
			if (sarr[j + 1].owner.is_valid()) {