### Godot version

4.2 beta 1 Android editor

### System information

Godot v4.2.beta1 - Android - Vulkan (Mobile) - Moto G Power 2021 - integrated Adreno (TM) 610 -  (8 Threads)

### Issue description

When viewing meshes in the inspector instead of seeing the actual mesh I see random VRAM garbage on certain screens but not on others, and the actual mesh in the 3d viewport is not effected, it's only the inspector views that are effected. It seems like messing with material settings seems to cause it to go away, if I apply.a default standard material it happens but when I change certain settings like transparency or detail it goes away for some reason, maybe it has to do with incorrect rendering of opaque objects?

![Screenshot_20231017-015746](https://github.com/godotengine/godot/assets/11543824/109a60e7-7339-4ab5-b365-fc8c0997268c)


### Steps to reproduce

1. Create new project
2. Add a mesh (I tested a BoxMesh)
3. Add a StandardMaterial3D to the mesh
4. Go into material settings

### Minimal reproduction project

N/A
};
	struct CubemapFilter {
		CubemapFilterShaderRD compute_shader;
		CubemapFilterRasterShaderRD raster_shader;
		RID shader_version;
		RID compute_pipelines[FILTER_MODE_MAX];
		PipelineCacheRD raster_pipelines[FILTER_MODE_MAX];
		RID uniform_set;
		RID image_uniform_set;
		RID coefficient_buffer;
		bool use_high_quality;
	} filter;
	struct CubemapRoughnessPushConstant {
		uint32_t face_id;
		uint32_t sample_count;
		float roughness;
		uint32_t use_direct_write;
		float face_size;
		float pad[3];
	};
	struct CubemapRoughness {
		CubemapRoughnessPushConstant push_constant;
		CubemapRoughnessShaderRD compute_shader;
		CubemapRoughnessRasterShaderRD raster_shader;
		RID shader_version;
		RID compute_pipeline;
		PipelineCacheRD raster_pipeline;
	} roughness;
	
	enum SpecularMergeMode {