### Godot version

4.1.stable

### System information

Android13

### Issue description

I'm trying to import the obj model file on Android but there seems to be some compatibility issues? You can do two tests on both the computer and the mobile side to make sure what I'm saying is true.
![Screenshot_2023-08-07-19-44-12-648_org godotengine editor v4](https://github.com/godotengine/godot/assets/64678717/69e05974-96df-460b-b062-ae99f62b8af2)


### Steps to reproduce

Create an obj file and import it into the Godot engine on Android.

### Minimal reproduction project
[test.zip](https://github.com/godotengine/godot/files/12279298/test.zip)


"Too few indices (" + itos(to_draw) + ") for the render primitive set in the render pipeline (" + itos(dl->validation.pipeline_primitive_minimum) + ").");
		ERR_FAIL_COND_MSG((to_draw % dl->validation.pipeline_primitive_divisor) != 0,
				"Index amount (" + itos(to_draw) + ") must be a multiple of the amount of indices required by the render primitive (" + itos(dl->validation.pipeline_primitive_divisor) + ").");
#endif
		vkCmdDrawIndexed(dl->command_buffer, to_draw, p_instances, dl->validation.index_array_offset, 0, 0);
	} else {
		uint32_t to_draw;
		if (p_procedural_vertices > 0) {
#ifdef DEBUG_ENABLED
			ERR_FAIL_COND_MSG(dl->validation.pipeline_vertex_format != INVALID_ID,
					"Procedural vertices requested, but pipeline expects a vertex array.");
#endif
			to_draw = p_procedural_vertices;
		} else {
#ifdef DEBUG_ENABLED
			ERR_FAIL_COND_MSG(dl->validation.pipeline_vertex_format == INVALID_ID,
					"Draw command lacks indices, but pipeline format does not use vertices.");
#endif
			to_draw = dl->validation.vertex_array_size;
		}
#ifdef DEBUG_ENABLED
		ERR_FAIL_COND_MSG(to_draw < dl->validation.pipeline_primitive_minimum,
				"Too few vertices (" + itos(to_draw) + ") for the render primitive set in the render pipeline (" + itos(dl->validation.pipeline_primitive_minimum) + ").");
		ERR_FAIL_COND_MSG((to_draw % dl->validation.pipeline_primitive_divisor) != 0,
				"Vertex amount (" + itos(to_draw) + ") must be a multiple of the amount of vertices required by the render primitive (" + itos(dl->validation.pipeline_primitive_divisor) + ").");
#endif
		vkCmdDraw(dl->command_buffer, to_draw, p_instances, 0, 0);
	}
}
void RenderingDeviceVulkan::draw_list_enable_scissor(DrawListID p_list, const Rect2 &p_rect) {