### 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
_light_initialize(p_rid, RS::LIGHT_OMNI);
}
RID LightStorage::spot_light_allocate() {
	return light_owner.allocate_rid();
}
void LightStorage::spot_light_initialize(RID p_rid) {
	_light_initialize(p_rid, RS::LIGHT_SPOT);
}
void LightStorage::light_free(RID p_rid) {
	light_set_projector(p_rid, RID()); 
	
	Light *light = light_owner.get_or_null(p_rid);
	light->dependency.deleted_notify(p_rid);
	light_owner.free(p_rid);
}
void LightStorage::light_set_color(RID p_light, const Color &p_color) {
	Light *light = light_owner.get_or_null(p_light);
	ERR_FAIL_NULL(light);
	light->color = p_color;
}
void LightStorage::light_set_param(RID p_light, RS::LightParam p_param, float p_value) {
	Light *light = light_owner.get_or_null(p_light);
	ERR_FAIL_NULL(light);
	ERR_FAIL_INDEX(p_param, RS::LIGHT_PARAM_MAX);
	if (light->param[p_param] == p_value) {
		return;
	}
	switch (p_param) {
		case RS::LIGHT_PARAM_RANGE: