### 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)


TightLocalVector<Frame> frames; 
	int frame = 0; 
	int frame_count = 0; 
	uint64_t frames_drawn = 0;
	RID local_device;
	bool local_device_processing = false;
	void _free_pending_resources(int p_frame);
	VmaAllocator allocator = nullptr;
	HashMap<uint32_t, VmaPool> small_allocs_pools;
	VmaPool _find_or_create_small_allocs_pool(uint32_t p_mem_type_index);
	VulkanContext *context = nullptr;
	uint64_t image_memory = 0;
	uint64_t buffer_memory = 0;
	void _free_internal(RID p_id);
	void _flush(bool p_current_frame);
	bool screen_prepared = false;
	template <class T>
	void _free_rids(T &p_owner, const char *p_type);
	void _finalize_command_bufers();
	void _begin_frame();
#ifdef DEV_ENABLED
	HashMap<RID, String> resource_names;
#endif
	VkSampleCountFlagBits _ensure_supported_sample_count(TextureSamples p_requested_sample_count) const;
public:
	virtual RID texture_create(const TextureFormat &p_format, const TextureView &p_view, const Vector<Vector<uint8_t>> &p_data = Vector<Vector<uint8_t>>());
	virtual RID texture_create_shared(const TextureView &p_view, RID p_with_texture);
	virtual RID texture_create_from_extension(TextureType p_type, DataFormat p_format, TextureSamples p_samples, BitField<RenderingDevice::TextureUsageBits> p_flags, uint64_t p_image, uint64_t p_width, uint64_t p_height, uint64_t p_depth, uint64_t p_layers);
	virtual RID texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, uint32_t p_mipmaps = 1, TextureSliceType p_slice_type = TEXTURE_SLICE_2D, uint32_t p_layers = 0);
	virtual Error texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);