### 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)

ReflectionData &reflection_ubo = reflections[i];
		Vector3 extents = probe->size / 2;
		rpi->cull_mask = probe->cull_mask;
		reflection_ubo.box_extents[0] = extents.x;
		reflection_ubo.box_extents[1] = extents.y;
		reflection_ubo.box_extents[2] = extents.z;
		reflection_ubo.index = rpi->atlas_index;
		Vector3 origin_offset = probe->origin_offset;
		reflection_ubo.box_offset[0] = origin_offset.x;
		reflection_ubo.box_offset[1] = origin_offset.y;
		reflection_ubo.box_offset[2] = origin_offset.z;
		reflection_ubo.mask = probe->cull_mask;
		reflection_ubo.intensity = probe->intensity;
		reflection_ubo.ambient_mode = probe->ambient_mode;
		reflection_ubo.exterior = !probe->interior;
		reflection_ubo.box_project = probe->box_projection;
		reflection_ubo.exposure_normalization = 1.0;
		if (p_render_data->camera_attributes.is_valid()) {
			float exposure = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
			reflection_ubo.exposure_normalization = exposure / probe->baked_exposure;
		}
		Color ambient_linear = probe->ambient_color.srgb_to_linear();
		float interior_ambient_energy = probe->ambient_color_energy;
		reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
		reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
		reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
		Transform3D transform = rpi->transform;
		Transform3D proj = (p_camera_inverse_transform * transform).inverse();
		MaterialStorage::store_transform(proj, reflection_ubo.local_matrix);