### Godot version

4.0.1-stable

### System information

Android 12, Mobile Renderer

### Issue description

When retrieving Mesh data from a MeshInstance3D like so...
```GDScript
var mesh = self.get_mesh()
var mesh_array = mesh.surface_get_arrays(0)
var vertex_array = mesh_array[Mesh.ARRAY_VERTEX]
var index_array = mesh_array[Mesh.ARRAY_INDEX]
```
...the index_array contains vertex indices that are not within the vertex_array.

This issue does not occur in the Linux editor, but does occur on my Android build:
Android 12
arm64v8
sdk version 32.0.0
ndk version 23.2.8568313

### Steps to reproduce

Download the minimal reproduction project, which contains an example ArrayMesh and GDScript script which has the code shown above. Build to Android using the 4.0.1 build template and test.

### Minimal reproduction project

[Array_Mesh_Test.zip](https://github.com/godotengine/godot/files/11133179/Array_Mesh_Test.zip)

ERR_FAIL_UNSIGNED_INDEX_V(p_index, frames[frame].timestamp_result_count, 0);
	return frames[frame].timestamp_cpu_result_values[p_index];
}
String RenderingDeviceVulkan::get_captured_timestamp_name(uint32_t p_index) const {
	ERR_FAIL_UNSIGNED_INDEX_V(p_index, frames[frame].timestamp_result_count, String());
	return frames[frame].timestamp_result_names[p_index];
}
uint64_t RenderingDeviceVulkan::limit_get(Limit p_limit) const {
	switch (p_limit) {
		case LIMIT_MAX_BOUND_UNIFORM_SETS:
			return limits.maxBoundDescriptorSets;
		case LIMIT_MAX_FRAMEBUFFER_COLOR_ATTACHMENTS:
			return limits.maxColorAttachments;
		case LIMIT_MAX_TEXTURES_PER_UNIFORM_SET:
			return limits.maxDescriptorSetSampledImages;
		case LIMIT_MAX_SAMPLERS_PER_UNIFORM_SET:
			return limits.maxDescriptorSetSamplers;
		case LIMIT_MAX_STORAGE_BUFFERS_PER_UNIFORM_SET:
			return limits.maxDescriptorSetStorageBuffers;
		case LIMIT_MAX_STORAGE_IMAGES_PER_UNIFORM_SET:
			return limits.maxDescriptorSetStorageImages;
		case LIMIT_MAX_UNIFORM_BUFFERS_PER_UNIFORM_SET:
			return limits.maxDescriptorSetUniformBuffers;