### Godot version

4.2 beta 1 Android editor

### System information

Godot v4.2.beta1 - Android - Vulkan (Mobile) - Moto G Power 2021 - integrated Adreno (TM) 610 -  (8 Threads)

### Issue description

When viewing meshes in the inspector instead of seeing the actual mesh I see random VRAM garbage on certain screens but not on others, and the actual mesh in the 3d viewport is not effected, it's only the inspector views that are effected. It seems like messing with material settings seems to cause it to go away, if I apply.a default standard material it happens but when I change certain settings like transparency or detail it goes away for some reason, maybe it has to do with incorrect rendering of opaque objects?

![Screenshot_20231017-015746](https://github.com/godotengine/godot/assets/11543824/109a60e7-7339-4ab5-b365-fc8c0997268c)


### Steps to reproduce

1. Create new project
2. Add a mesh (I tested a BoxMesh)
3. Add a StandardMaterial3D to the mesh
4. Go into material settings

### Minimal reproduction project

N/A
public:
		struct ForwardIDAllocator {
			LocalVector<bool> allocations;
			LocalVector<uint8_t> map;
			LocalVector<uint64_t> last_pass;
		};
		ForwardIDAllocator forward_id_allocators[RendererRD::FORWARD_ID_MAX];
	public:
		virtual RendererRD::ForwardID allocate_forward_id(RendererRD::ForwardIDType p_type) override;
		virtual void free_forward_id(RendererRD::ForwardIDType p_type, RendererRD::ForwardID p_id) override;
		virtual void map_forward_id(RendererRD::ForwardIDType p_type, RendererRD::ForwardID p_id, uint32_t p_index, uint64_t p_last_pass) override;
		virtual bool uses_forward_ids() const override { return true; }
	};
	ForwardIDStorageMobile *forward_id_storage_mobile = nullptr;
	void fill_push_constant_instance_indices(SceneState::InstanceData *p_instance_data, const GeometryInstanceForwardMobile *p_instance);
	virtual RendererRD::ForwardIDStorage *create_forward_id_storage() override {
		forward_id_storage_mobile = memnew(ForwardIDStorageMobile);
		return forward_id_storage_mobile;
	}
public:
	static RenderForwardMobile *get_singleton() { return singleton; }
	virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth) override;
	
	virtual void sdfgi_update(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, const Vector3 &p_world_position) override {}