### 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)

VkDescriptorImageInfo img_info;
					img_info.sampler = VK_NULL_HANDLE;
					img_info.imageView = texture->view;
					if (texture->usage_flags & (TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | TEXTURE_USAGE_INPUT_ATTACHMENT_BIT)) {
						UniformSet::AttachableTexture attachable_texture;
						attachable_texture.bind = set_uniform.binding;
						attachable_texture.texture = texture->owner.is_valid() ? texture->owner : uniform.get_id(j);
						attachable_textures.push_back(attachable_texture);
					}
					if (texture->usage_flags & TEXTURE_USAGE_STORAGE_BIT) {
						
						mutable_sampled_textures.push_back(texture);
					}
					DEV_ASSERT(!texture->owner.is_valid() || texture_owner.get_or_null(texture->owner));
					img_info.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
					image_info.push_back(img_info);
				}
				write.dstArrayElement = 0;
				write.descriptorCount = uniform.get_id_count();
				write.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
				write.pImageInfo = image_infos.push_back(image_info)->get().ptr();
				write.pBufferInfo = nullptr;
				write.pTexelBufferView = nullptr;
				type_size = uniform.get_id_count();
			} break;
			case UNIFORM_TYPE_IMAGE: {
				if (uniform.get_id_count() != (uint32_t)set_uniform.length) {
					if (set_uniform.length > 1) {
						ERR_FAIL_V_MSG(RID(), "Image (binding: " + itos(uniform.binding) + ") is an array of (" + itos(set_uniform.length) + ") textures, so it should be provided equal number of texture IDs to satisfy it (IDs provided: " + itos(uniform.get_id_count()) + ").");
					} else {