### 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)


#ifdef DEBUG_ENABLED
	ERR_FAIL_COND(!descriptor_pools[p_key].has(p_pool));
#endif
	ERR_FAIL_COND(p_pool->usage == 0);
	p_pool->usage--;
	if (p_pool->usage == 0) {
		vkDestroyDescriptorPool(device, p_pool->pool, nullptr);
		descriptor_pools[p_key].erase(p_pool);
		memdelete(p_pool);
		if (descriptor_pools[p_key].is_empty()) {
			descriptor_pools.erase(p_key);
		}
	}
}
RID RenderingDeviceVulkan::uniform_set_create(const Vector<Uniform> &p_uniforms, RID p_shader, uint32_t p_shader_set) {
	_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V(p_uniforms.size() == 0, RID());
	Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_NULL_V(shader, RID());
	ERR_FAIL_COND_V_MSG(p_shader_set >= (uint32_t)shader->sets.size() || shader->sets[p_shader_set].uniform_info.size() == 0, RID(),
			"Desired set (" + itos(p_shader_set) + ") not used by shader.");
	
	const Shader::Set &set = shader->sets[p_shader_set];
	uint32_t uniform_count = p_uniforms.size();