### 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)

barrier_flags |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT;
			access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
		}
		if (p_post_barrier.has_flag(BARRIER_MASK_FRAGMENT)) {
			barrier_flags |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
			access_flags |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
		}
		if (p_post_barrier.has_flag(BARRIER_MASK_TRANSFER)) {
			barrier_flags |= VK_PIPELINE_STAGE_TRANSFER_BIT;
			access_flags |= VK_ACCESS_TRANSFER_WRITE_BIT;
		}
		if (barrier_flags == 0) {
			barrier_flags = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
		}
		{ 
			VkImageMemoryBarrier image_memory_barrier;
			image_memory_barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
			image_memory_barrier.pNext = nullptr;
			image_memory_barrier.srcAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
			image_memory_barrier.dstAccessMask = access_flags;
			image_memory_barrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
			image_memory_barrier.newLayout = src_tex->layout;
			image_memory_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
			image_memory_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
			image_memory_barrier.image = src_tex->image;
			image_memory_barrier.subresourceRange.aspectMask = src_tex->barrier_aspect_mask;
			image_memory_barrier.subresourceRange.baseMipLevel = p_src_mipmap;
			image_memory_barrier.subresourceRange.levelCount = src_tex->mipmaps;
			image_memory_barrier.subresourceRange.baseArrayLayer = p_src_layer;
			image_memory_barrier.subresourceRange.layerCount = 1;