### Godot version

4.1 beta 3, 4.1 beta 1

### System information

Windows 10 - 4.1 beta 3 - Android 12

### Issue description

Crash when using SoftBody on android mobile.

### Steps to reproduce

- Simple scene setup using a plane softbody, camera.
- Export to android mobile.
- Immediate crash when open the app.

### Minimal reproduction project

[SoftbodyMobileTest.zip](https://github.com/godotengine/godot/files/11871734/SoftbodyMobileTest.zip)

} validation;
#else
		struct Validation {
			uint32_t vertex_array_size = 0;
			uint32_t index_array_size = 0;
			uint32_t index_array_offset;
		} validation;
#endif
	};
	DrawList *draw_list = nullptr; 
	uint32_t draw_list_subpass_count = 0;
	uint32_t draw_list_count = 0;
	VkRenderPass draw_list_render_pass = VK_NULL_HANDLE;
	VkFramebuffer draw_list_vkframebuffer = VK_NULL_HANDLE;
#ifdef DEBUG_ENABLED
	FramebufferFormatID draw_list_framebuffer_format = INVALID_ID;
#endif
	uint32_t draw_list_current_subpass = 0;
	bool draw_list_split = false;
	Vector<RID> draw_list_bound_textures;
	Vector<RID> draw_list_storage_textures;
	bool draw_list_unbind_color_textures = false;
	bool draw_list_unbind_depth_textures = false;
	void _draw_list_insert_clear_region(DrawList *p_draw_list, Framebuffer *p_framebuffer, Point2i p_viewport_offset, Point2i p_viewport_size, bool p_clear_color, const Vector<Color> &p_clear_colors, bool p_clear_depth, float p_depth, uint32_t p_stencil);
	Error _draw_list_setup_framebuffer(Framebuffer *p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, VkFramebuffer *r_framebuffer, VkRenderPass *r_render_pass, uint32_t *r_subpass_count);
	Error _draw_list_render_pass_begin(Framebuffer *framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_colors, float p_clear_depth, uint32_t p_clear_stencil, Point2i viewport_offset, Point2i viewport_size, VkFramebuffer vkframebuffer, VkRenderPass render_pass, VkCommandBuffer command_buffer, VkSubpassContents subpass_contents, const Vector<RID> &p_storage_textures);
	_FORCE_INLINE_ DrawList *_get_draw_list_ptr(DrawListID p_id);
	Buffer *_get_buffer_from_owner(RID p_buffer, VkPipelineStageFlags &dst_stage_mask, VkAccessFlags &dst_access, BitField<BarrierMask> p_post_barrier);
	Error _draw_list_allocate(const Rect2i &p_viewport, uint32_t p_splits, uint32_t p_subpass);
	void _draw_list_free(Rect2i *r_last_viewport = nullptr);