### 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
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_auto_exposure), 1);
	}
	copy.push_constant.flags = base_flags | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0);
	RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
	RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1);
	RD::get_singleton()->compute_list_end();
}
void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, const Size2i &p_size, float p_strength, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) {
	ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian glow with the clustered renderer.");
	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
	ERR_FAIL_NULL(uniform_set_cache);
	MaterialStorage *material_storage = MaterialStorage::get_singleton();
	ERR_FAIL_NULL(material_storage);
	RID half_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_half_texture);
	RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture);
	memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
	BlurRasterMode blur_mode = p_first_pass && p_auto_exposure.is_valid() ? BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : BLUR_MODE_GAUSSIAN_GLOW;
	uint32_t base_flags = 0;
	blur_raster.push_constant.pixel_size[0] = 1.0 / float(p_size.x);
	blur_raster.push_constant.pixel_size[1] = 1.0 / float(p_size.y);
	blur_raster.push_constant.glow_strength = p_strength;
	blur_raster.push_constant.glow_bloom = p_bloom;
	blur_raster.push_constant.glow_hdr_threshold = p_hdr_bleed_threshold;
	blur_raster.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
	blur_raster.push_constant.glow_exposure = p_exposure;
	blur_raster.push_constant.glow_white = 0; 
	blur_raster.push_constant.glow_luminance_cap = p_luminance_cap;
	blur_raster.push_constant.glow_auto_exposure_scale = p_auto_exposure_scale; 
	blur_raster.push_constant.luminance_multiplier = p_luminance_multiplier;