### 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
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
	GLES3::Config *config = GLES3::Config::get_singleton();
	RENDER_TIMESTAMP("Setup 3D Scene");
	Ref<RenderSceneBuffersGLES3> rb;
	if (p_render_buffers.is_valid()) {
		rb = p_render_buffers;
		ERR_FAIL_COND(rb.is_null());
	}
	GLES3::RenderTarget *rt = texture_storage->get_render_target(rb->render_target);
	ERR_FAIL_NULL(rt);
	
	
	RenderDataGLES3 render_data;
	{
		render_data.render_buffers = rb;
		render_data.transparent_bg = rb.is_valid() ? rt->is_transparent : false;
		
		render_data.cam_transform = p_camera_data->main_transform;
		render_data.inv_cam_transform = render_data.cam_transform.affine_inverse();
		render_data.cam_projection = p_camera_data->main_projection;
		render_data.cam_orthogonal = p_camera_data->is_orthogonal;
		render_data.camera_visible_layers = p_camera_data->visible_layers;
		render_data.view_count = p_camera_data->view_count;
		for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
			render_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
			render_data.view_projection[v] = p_camera_data->view_projection[v];