### Godot version

4.2 beta 1 Android editor

### System information

Godot v4.2.beta1 - Android - Vulkan (Mobile) - Moto G Power 2021 - integrated Adreno (TM) 610 -  (8 Threads)

### Issue description

When viewing meshes in the inspector instead of seeing the actual mesh I see random VRAM garbage on certain screens but not on others, and the actual mesh in the 3d viewport is not effected, it's only the inspector views that are effected. It seems like messing with material settings seems to cause it to go away, if I apply.a default standard material it happens but when I change certain settings like transparency or detail it goes away for some reason, maybe it has to do with incorrect rendering of opaque objects?

![Screenshot_20231017-015746](https://github.com/godotengine/godot/assets/11543824/109a60e7-7339-4ab5-b365-fc8c0997268c)


### Steps to reproduce

1. Create new project
2. Add a mesh (I tested a BoxMesh)
3. Add a StandardMaterial3D to the mesh
4. Go into material settings

### Minimal reproduction project

N/A
virtual int sdfgi_get_pending_region_count(const Ref<RenderSceneBuffers> &p_render_buffers) const override { return 0; }
	virtual AABB sdfgi_get_pending_region_bounds(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override { return AABB(); }
	virtual uint32_t sdfgi_get_pending_region_cascade(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override { return 0; }
	
	static void _geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker);
	static void _geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker);
	SelfList<GeometryInstanceForwardMobile>::List geometry_instance_dirty_list;
	PagedAllocator<GeometryInstanceForwardMobile> geometry_instance_alloc;
	PagedAllocator<GeometryInstanceSurfaceDataCache> geometry_instance_surface_alloc;
	PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh;
	void _geometry_instance_add_surface_with_material(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
	void _geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, RID p_mat_src, RID p_mesh);
	void _geometry_instance_add_surface(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
	void _geometry_instance_update(RenderGeometryInstance *p_geometry_instance);
	void _update_dirty_geometry_instances();
	virtual RenderGeometryInstance *geometry_instance_create(RID p_base) override;
	virtual void geometry_instance_free(RenderGeometryInstance *p_geometry_instance) override;
	virtual uint32_t geometry_instance_get_pair_mask() override;
	virtual bool free(RID p_rid) override;
	virtual void base_uniforms_changed() override;
	virtual bool is_dynamic_gi_supported() const override;
	virtual bool is_volumetric_supported() const override;
	virtual uint32_t get_max_elements() const override;
	RenderForwardMobile();
	~RenderForwardMobile();
};
} 
#endif