### 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)

VkBufferCreateInfo bufferInfo;
	bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
	bufferInfo.pNext = nullptr;
	bufferInfo.flags = 0;
	bufferInfo.size = staging_buffer_block_size;
	bufferInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
	bufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
	bufferInfo.queueFamilyIndexCount = 0;
	bufferInfo.pQueueFamilyIndices = nullptr;
	VmaAllocationCreateInfo allocInfo;
	allocInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT;
	allocInfo.usage = VMA_MEMORY_USAGE_AUTO_PREFER_HOST;
	allocInfo.requiredFlags = 0;
	allocInfo.preferredFlags = 0;
	allocInfo.memoryTypeBits = 0;
	allocInfo.pool = nullptr;
	allocInfo.pUserData = nullptr;
	StagingBufferBlock block;
	VkResult err = vmaCreateBuffer(allocator, &bufferInfo, &allocInfo, &block.buffer, &block.allocation, nullptr);
	ERR_FAIL_COND_V_MSG(err, ERR_CANT_CREATE, "vmaCreateBuffer failed with error " + itos(err) + ".");
	block.frame_used = 0;
	block.fill_amount = 0;
	staging_buffer_blocks.insert(staging_buffer_current, block);
	return OK;
}
Error RenderingDeviceVulkan::_staging_buffer_allocate(uint32_t p_amount, uint32_t p_required_align, uint32_t &r_alloc_offset, uint32_t &r_alloc_size, bool p_can_segment) {