### Tested versions

Reproductible in 4.2 stable
Not reproductible in 4.1.3 stable

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 650 Ti (NVIDIA; 30.0.14.7444) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

Reflection probes simply don't work on Vulkan mobile and Compatibility renderer.
Godot 4.1.3:
![image](https://github.com/godotengine/godot/assets/25274301/80ccb23c-8986-4662-a5e6-9846c361febe)
Godot 4.2:
![image](https://github.com/godotengine/godot/assets/25274301/f0fd93b0-a912-4f14-aa24-0cf6353c4484)

### Steps to reproduce

1. Create a sphere with a metallic material with low roughness.
2. Create some geometry to reflect off of the sphere
3. Add a reflection probe to the scene

### Minimal reproduction project (MRP)

[ReflectionProbes.zip](https://github.com/godotengine/godot/files/13592653/ReflectionProbes.zip)

return singleton;
}
LightStorage::LightStorage() {
	singleton = this;
	TextureStorage *texture_storage = TextureStorage::get_singleton();
	directional_shadow.size = GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/size");
	directional_shadow.use_16_bits = GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/16_bits");
	using_lightmap_array = true; 
	if (using_lightmap_array) {
		uint64_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
		if (textures_per_stage <= 256) {
			lightmap_textures.resize(32);
		} else {
			lightmap_textures.resize(1024);
		}
		for (int i = 0; i < lightmap_textures.size(); i++) {
			lightmap_textures.write[i] = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
		}
	}
	lightmap_probe_capture_update_speed = GLOBAL_GET("rendering/lightmapping/probe_capture/update_speed");
}
LightStorage::~LightStorage() {
	free_reflection_data();
	free_light_data();
	for (const KeyValue<int, ShadowCubemap> &E : shadow_cubemaps) {
		RD::get_singleton()->free(E.value.cubemap);
	}
	singleton = nullptr;
}
bool LightStorage::free(RID p_rid) {