### 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
case RS::LIGHT_PARAM_SPOT_ANGLE:
		case RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE:
		case RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET:
		case RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET:
		case RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET:
		case RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS:
		case RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE:
		case RS::LIGHT_PARAM_SHADOW_BIAS: {
			light->version++;
			light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
		} break;
		case RS::LIGHT_PARAM_SIZE: {
			if ((light->param[p_param] > CMP_EPSILON) != (p_value > CMP_EPSILON)) {
				
				light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR);
			}
		} break;
		default: {
		}
	}
	light->param[p_param] = p_value;
}
void LightStorage::light_set_shadow(RID p_light, bool p_enabled) {
	Light *light = light_owner.get_or_null(p_light);
	ERR_FAIL_NULL(light);
	light->shadow = p_enabled;
	light->version++;
	light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
}
void LightStorage::light_set_projector(RID p_light, RID p_texture) {