### 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)

LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
	ERR_FAIL_NULL(light_instance);
	light_instance->transform = p_transform;
}
void LightStorage::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
	LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
	ERR_FAIL_NULL(light_instance);
	light_instance->aabb = p_aabb;
}
void LightStorage::light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
	LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
	ERR_FAIL_NULL(light_instance);
	ERR_FAIL_INDEX(p_pass, 6);
	light_instance->shadow_transform[p_pass].camera = p_projection;
	light_instance->shadow_transform[p_pass].transform = p_transform;
	light_instance->shadow_transform[p_pass].farplane = p_far;
	light_instance->shadow_transform[p_pass].split = p_split;
	light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
	light_instance->shadow_transform[p_pass].range_begin = p_range_begin;
	light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
	light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale;
}
void LightStorage::light_instance_mark_visible(RID p_light_instance) {