### 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)

if (!p_size) {
		p_size = buffer->size;
	} else {
		ERR_FAIL_COND_V_MSG(p_size + p_offset > buffer->size, Vector<uint8_t>(),
				"Size is larger than the buffer.");
	}
	Buffer tmp_buffer;
	_buffer_allocate(&tmp_buffer, p_size, VK_BUFFER_USAGE_TRANSFER_DST_BIT, VMA_MEMORY_USAGE_AUTO_PREFER_HOST, VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT);
	VkBufferCopy region;
	region.srcOffset = p_offset;
	region.dstOffset = 0;
	region.size = p_size;
	vkCmdCopyBuffer(command_buffer, buffer->buffer, tmp_buffer.buffer, 1, &region); 
	
	_flush(true);
	void *buffer_mem;
	VkResult vkerr = vmaMapMemory(allocator, tmp_buffer.allocation, &buffer_mem);
	ERR_FAIL_COND_V_MSG(vkerr, Vector<uint8_t>(), "vmaMapMemory failed with error " + itos(vkerr) + ".");
	Vector<uint8_t> buffer_data;
	{
		buffer_data.resize(p_size);
		uint8_t *w = buffer_data.ptrw();
		memcpy(w, buffer_mem, p_size);
	}
	vmaUnmapMemory(allocator, tmp_buffer.allocation);
	_buffer_free(&tmp_buffer);
	return buffer_data;
}
RID RenderingDeviceVulkan::render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const PipelineRasterizationState &p_rasterization_state, const PipelineMultisampleState &p_multisample_state, const PipelineDepthStencilState &p_depth_stencil_state, const PipelineColorBlendState &p_blend_state, BitField<PipelineDynamicStateFlags> p_dynamic_state_flags, uint32_t p_for_render_pass, const Vector<PipelineSpecializationConstant> &p_specialization_constants) {