### Tested versions

Reproductible in 4.2 stable
Not reproductible in 4.1.3 stable

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 650 Ti (NVIDIA; 30.0.14.7444) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

Reflection probes simply don't work on Vulkan mobile and Compatibility renderer.
Godot 4.1.3:
![image](https://github.com/godotengine/godot/assets/25274301/80ccb23c-8986-4662-a5e6-9846c361febe)
Godot 4.2:
![image](https://github.com/godotengine/godot/assets/25274301/f0fd93b0-a912-4f14-aa24-0cf6353c4484)

### Steps to reproduce

1. Create a sphere with a metallic material with low roughness.
2. Create some geometry to reflect off of the sphere
3. Add a reflection probe to the scene

### Minimal reproduction project (MRP)

[ReflectionProbes.zip](https://github.com/godotengine/godot/files/13592653/ReflectionProbes.zip)

if (r_directional_light_count >= max_directional_lights || light->directional_sky_mode == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
					continue;
				}
				DirectionalLightData &light_data = directional_lights[r_directional_light_count];
				Transform3D light_transform = light_instance->transform;
				Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
				light_data.direction[0] = direction.x;
				light_data.direction[1] = direction.y;
				light_data.direction[2] = direction.z;
				float sign = light->negative ? -1 : 1;
				light_data.energy = sign * light->param[RS::LIGHT_PARAM_ENERGY];
				if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) {
					light_data.energy *= light->param[RS::LIGHT_PARAM_INTENSITY];
				} else {
					light_data.energy *= Math_PI;
				}
				if (p_render_data->camera_attributes.is_valid()) {
					light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
				}
				Color linear_col = light->color.srgb_to_linear();
				light_data.color[0] = linear_col.r;
				light_data.color[1] = linear_col.g;
				light_data.color[2] = linear_col.b;
				light_data.specular = light->param[RS::LIGHT_PARAM_SPECULAR];
				light_data.volumetric_fog_energy = light->param[RS::LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY];
				light_data.mask = light->cull_mask;
				float size = light->param[RS::LIGHT_PARAM_SIZE];
				light_data.size = 1.0 - Math::cos(Math::deg_to_rad(size)); 
				light_data.shadow_opacity = (p_using_shadows && light->shadow)
						? light->param[RS::LIGHT_PARAM_SHADOW_OPACITY]