### 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.
Mesh *mesh = mesh_owner.get_or_null(p_mesh);
	ERR_FAIL_COND(!mesh);
	Mesh *shadow_mesh = mesh_owner.get_or_null(mesh->shadow_mesh);
	if (shadow_mesh) {
		shadow_mesh->shadow_owners.erase(mesh);
	}
	mesh->shadow_mesh = p_shadow_mesh;
	shadow_mesh = mesh_owner.get_or_null(mesh->shadow_mesh);
	if (shadow_mesh) {
		shadow_mesh->shadow_owners.insert(mesh);
	}
	mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
}
void MeshStorage::mesh_clear(RID p_mesh) {
	Mesh *mesh = mesh_owner.get_or_null(p_mesh);
	ERR_FAIL_COND(!mesh);
	
	for (MeshInstance *mi : mesh->instances) {
		_mesh_instance_clear(mi);
	}
	for (uint32_t i = 0; i < mesh->surface_count; i++) {
		Mesh::Surface &s = *mesh->surfaces[i];
		if (s.vertex_buffer != 0) {
			GLES3::Utilities::get_singleton()->buffer_free_data(s.vertex_buffer);
			s.vertex_buffer = 0;
		}
		if (s.version_count != 0) {
			for (uint32_t j = 0; j < s.version_count; j++) {
				glDeleteVertexArrays(1, &s.versions[j].vertex_array);
				s.versions[j].vertex_array = 0;