### Godot version

4.1.1

### System information

Meta Quest 2 - GLES3

### Issue description

When writing VR applications on Godot 4 using gl_compatibility, skeleton-driven meshes like hands are often rendered corrupted, or sometimes update slowly.

### Steps to reproduce

The godot-xr-tools demo projects have these issues in the climbing/gliding and pointer-demo scenes if the project is switched to gl_compatibility mode and run on a mobile VR headset.

### Minimal reproduction project

The godot-xr-tools demo project has been the testing project for this issue.
mtx.basis.rows[2][0] = dataptr[8];
					mtx.basis.rows[2][1] = dataptr[9];
					mtx.basis.rows[2][2] = dataptr[10];
					mtx.origin.z = dataptr[11];
					AABB baabb = mtx.xform(skbones[j]);
					if (first) {
						laabb = baabb;
						first = false;
					} else {
						laabb.merge_with(baabb);
					}
				}
			}
			if (laabb.size == Vector3()) {
				laabb = mesh->surfaces[i]->aabb;
			}
		} else {
			laabb = mesh->surfaces[i]->aabb;
		}
		if (i == 0) {
			aabb = laabb;
		} else {
			aabb.merge_with(laabb);
		}
	}
	mesh->aabb = aabb;
	mesh->skeleton_aabb_version = skeleton->version;
	return aabb;
}
void MeshStorage::mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) {