### 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.
glBindBuffer(GL_ARRAY_BUFFER, 0);
	} else {
		
		ERR_FAIL_COND(p_buffer.size() != (multimesh->instances * (int)multimesh->stride_cache));
		const float *r = p_buffer.ptr();
		glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
		glBufferData(GL_ARRAY_BUFFER, p_buffer.size() * sizeof(float), r, GL_STATIC_DRAW);
		glBindBuffer(GL_ARRAY_BUFFER, 0);
	}
	multimesh->buffer_set = true;
	if (multimesh->data_cache.size() || multimesh->uses_colors || multimesh->uses_custom_data) {
		
		multimesh->data_cache = multimesh->data_cache;
		{
			
			uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
			for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
				multimesh->data_cache_dirty_regions[i] = false;
			}
			multimesh->data_cache_used_dirty_regions = 0;
		}
		_multimesh_mark_all_dirty(multimesh, false, true); 
	} else if (multimesh->mesh.is_valid()) {
		
		const float *data = p_buffer.ptr();
		_multimesh_re_create_aabb(multimesh, data, multimesh->instances);
		multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
	}
}
Vector<float> MeshStorage::multimesh_get_buffer(RID p_multimesh) const {