### 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)

subpass.preserveAttachmentCount = 0;
	subpass.pPreserveAttachments = nullptr;
	VkRenderPassCreateInfo2KHR render_pass_create_info;
	render_pass_create_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2_KHR;
	render_pass_create_info.pNext = nullptr;
	render_pass_create_info.flags = 0;
	render_pass_create_info.attachmentCount = 0;
	render_pass_create_info.pAttachments = nullptr;
	render_pass_create_info.subpassCount = 1;
	render_pass_create_info.pSubpasses = &subpass;
	render_pass_create_info.dependencyCount = 0;
	render_pass_create_info.pDependencies = nullptr;
	render_pass_create_info.correlatedViewMaskCount = 0;
	render_pass_create_info.pCorrelatedViewMasks = nullptr;
	VkRenderPass render_pass;
	VkResult res = context->vkCreateRenderPass2KHR(device, &render_pass_create_info, nullptr, &render_pass);
	ERR_FAIL_COND_V_MSG(res, 0, "vkCreateRenderPass2KHR for empty fb failed with error " + itos(res) + ".");
	if (render_pass == VK_NULL_HANDLE) { 
		return INVALID_ID;
	}
	FramebufferFormatID id = FramebufferFormatID(framebuffer_format_cache.size()) | (FramebufferFormatID(ID_TYPE_FRAMEBUFFER_FORMAT) << FramebufferFormatID(ID_BASE_SHIFT));
	E = framebuffer_format_cache.insert(key, id);
	FramebufferFormat fb_format;
	fb_format.E = E;
	fb_format.render_pass = render_pass;
	fb_format.pass_samples.push_back(p_samples);
	framebuffer_formats[id] = fb_format;
	return id;
}
RenderingDevice::TextureSamples RenderingDeviceVulkan::framebuffer_format_get_texture_samples(FramebufferFormatID p_format, uint32_t p_pass) {