### 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
uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
	void _update_render_base_uniform_set();
	void _update_instance_data_buffer(RenderListType p_render_list);
	void _fill_instance_data(RenderListType p_render_list, uint32_t p_offset = 0, int32_t p_max_elements = -1, bool p_update_buffer = true);
	void _fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_append = false);
	void _setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false, int p_index = 0);
	void _setup_lightmaps(const RenderDataRD *p_render_data, const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform);
	RID render_base_uniform_set;
	LocalVector<RID> render_pass_uniform_sets;
	
	struct LightmapData {
		float normal_xform[12];
		float pad[3];
		float exposure_normalization;
	};
	struct LightmapCaptureData {
		float sh[9 * 4];
	};
	
	struct SceneState {
		LocalVector<RID> uniform_buffers;
		struct PushConstant {
			float uv_offset[2];
			uint32_t base_index;
			uint32_t pad;
		};
		struct InstanceData {
			float transform[16];
			uint32_t flags;
			uint32_t instance_uniforms_ofs;