### 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
const Light *light = light_owner.get_or_null(p_light);
	ERR_FAIL_NULL_V(light, RS::LIGHT_OMNI_SHADOW_CUBE);
	return light->omni_shadow_mode;
}
void LightStorage::light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) {
	Light *light = light_owner.get_or_null(p_light);
	ERR_FAIL_NULL(light);
	light->directional_shadow_mode = p_mode;
	light->version++;
	light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
}
void LightStorage::light_directional_set_blend_splits(RID p_light, bool p_enable) {
	Light *light = light_owner.get_or_null(p_light);
	ERR_FAIL_NULL(light);
	light->directional_blend_splits = p_enable;
	light->version++;
	light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
}
bool LightStorage::light_directional_get_blend_splits(RID p_light) const {
	const Light *light = light_owner.get_or_null(p_light);
	ERR_FAIL_NULL_V(light, false);
	return light->directional_blend_splits;
}
void LightStorage::light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) {