### 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)

vkCmdBindPipeline(cl->command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline->pipeline);
	if (cl->state.pipeline_shader != pipeline->shader) {
		
		
		uint32_t pcount = pipeline->set_formats.size(); 
		cl->state.set_count = MAX(cl->state.set_count, pcount);
		const uint32_t *pformats = pipeline->set_formats.ptr(); 
		bool sets_valid = true; 
		for (uint32_t i = 0; i < pcount; i++) {
			
			if (!sets_valid || cl->state.sets[i].pipeline_expected_format != pformats[i]) {
				cl->state.sets[i].bound = false;
				cl->state.sets[i].pipeline_expected_format = pformats[i];
				sets_valid = false;
			}
		}
		for (uint32_t i = pcount; i < cl->state.set_count; i++) {
			
			cl->state.sets[i].bound = false;
		}
		cl->state.set_count = pcount; 
		if (pipeline->push_constant_size) {
			cl->state.pipeline_push_constant_stages = pipeline->push_constant_stages_mask;
#ifdef DEBUG_ENABLED
			cl->validation.pipeline_push_constant_supplied = false;
#endif
		}
		cl->state.pipeline_shader = pipeline->shader;
		cl->state.local_group_size[0] = pipeline->local_group_size[0];
		cl->state.local_group_size[1] = pipeline->local_group_size[1];