### Godot version

4.1.stable

### System information

Android13

### Issue description

I'm trying to import the obj model file on Android but there seems to be some compatibility issues? You can do two tests on both the computer and the mobile side to make sure what I'm saying is true.
![Screenshot_2023-08-07-19-44-12-648_org godotengine editor v4](https://github.com/godotengine/godot/assets/64678717/69e05974-96df-460b-b062-ae99f62b8af2)


### Steps to reproduce

Create an obj file and import it into the Godot engine on Android.

### Minimal reproduction project
[test.zip](https://github.com/godotengine/godot/files/12279298/test.zip)


struct RenderPipeline {
		
#ifdef DEBUG_ENABLED
		struct Validation {
			FramebufferFormatID framebuffer_format = 0;
			uint32_t render_pass = 0;
			uint32_t dynamic_state = 0;
			VertexFormatID vertex_format = 0;
			bool uses_restart_indices = false;
			uint32_t primitive_minimum = 0;
			uint32_t primitive_divisor = 0;
		} validation;
#endif
		
		RID shader;
		Vector<uint32_t> set_formats;
		VkPipelineLayout pipeline_layout = VK_NULL_HANDLE; 
		VkPipeline pipeline = VK_NULL_HANDLE;
		uint32_t push_constant_size = 0;
		uint32_t push_constant_stages_mask = 0;
	};
	RID_Owner<RenderPipeline, true> render_pipeline_owner;
	struct PipelineCacheHeader {
		uint32_t magic;
		uint32_t data_size;
		uint64_t data_hash;
		uint32_t vendor_id;