### 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)


const RenderingDeviceVulkanShaderBinaryData &binary_data = *(reinterpret_cast<const RenderingDeviceVulkanShaderBinaryData *>(binptr + 12));
	Shader::PushConstant push_constant;
	push_constant.size = binary_data.push_constant_size;
	push_constant.vk_stages_mask = binary_data.push_constant_vk_stages_mask;
	uint64_t vertex_input_mask = binary_data.vertex_input_mask;
	uint32_t fragment_output_mask = binary_data.fragment_output_mask;
	bool is_compute = binary_data.is_compute;
	const uint32_t compute_local_size[3] = { binary_data.compute_local_size[0], binary_data.compute_local_size[1], binary_data.compute_local_size[2] };
	read_offset += sizeof(uint32_t) * 3 + bin_data_size;
	String name;
	if (binary_data.shader_name_len) {
		name.parse_utf8((const char *)(binptr + read_offset), binary_data.shader_name_len);
		read_offset += binary_data.shader_name_len;
		if ((binary_data.shader_name_len % 4) != 0) { 
			read_offset += 4 - (binary_data.shader_name_len % 4);
		}
	}
	Vector<Vector<VkDescriptorSetLayoutBinding>> set_bindings;
	Vector<Vector<UniformInfo>> uniform_info;
	set_bindings.resize(binary_data.set_count);
	uniform_info.resize(binary_data.set_count);
	for (uint32_t i = 0; i < binary_data.set_count; i++) {
		ERR_FAIL_COND_V(read_offset + sizeof(uint32_t) >= binsize, RID());
		uint32_t set_count = decode_uint32(binptr + read_offset);
		read_offset += sizeof(uint32_t);
		const RenderingDeviceVulkanShaderBinaryDataBinding *set_ptr = reinterpret_cast<const RenderingDeviceVulkanShaderBinaryDataBinding *>(binptr + read_offset);
		uint32_t set_size = set_count * sizeof(RenderingDeviceVulkanShaderBinaryDataBinding);
		ERR_FAIL_COND_V(read_offset + set_size >= binsize, RID());
		for (uint32_t j = 0; j < set_count; j++) {
			UniformInfo info;