### Tested versions

Reproductible in 4.2 stable
Not reproductible in 4.1.3 stable

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 650 Ti (NVIDIA; 30.0.14.7444) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

Reflection probes simply don't work on Vulkan mobile and Compatibility renderer.
Godot 4.1.3:
![image](https://github.com/godotengine/godot/assets/25274301/80ccb23c-8986-4662-a5e6-9846c361febe)
Godot 4.2:
![image](https://github.com/godotengine/godot/assets/25274301/f0fd93b0-a912-4f14-aa24-0cf6353c4484)

### Steps to reproduce

1. Create a sphere with a metallic material with low roughness.
2. Create some geometry to reflect off of the sphere
3. Add a reflection probe to the scene

### Minimal reproduction project (MRP)

[ReflectionProbes.zip](https://github.com/godotengine/godot/files/13592653/ReflectionProbes.zip)

ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
	ERR_FAIL_NULL(shadow_atlas);
	ERR_FAIL_COND(p_size < 0);
	p_size = next_power_of_2(p_size);
	if (p_size == shadow_atlas->size && p_16_bits == shadow_atlas->use_16_bits) {
		return;
	}
	
	if (shadow_atlas->depth.is_valid()) {
		RD::get_singleton()->free(shadow_atlas->depth);
		shadow_atlas->depth = RID();
	}
	for (int i = 0; i < 4; i++) {
		
		shadow_atlas->quadrants[i].shadows.clear();
		shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision);
	}
	
	for (const KeyValue<RID, uint32_t> &E : shadow_atlas->shadow_owners) {
		LightInstance *li = light_instance_owner.get_or_null(E.key);
		ERR_CONTINUE(!li);
		li->shadow_atlases.erase(p_atlas);
	}
	
	shadow_atlas->shadow_owners.clear();
	shadow_atlas->size = p_size;
	shadow_atlas->use_16_bits = p_16_bits;
}
void LightStorage::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {