### 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.
if (!array_is_2d) {
					if ((mi->surfaces[i].format_cache & (1 << RS::ARRAY_NORMAL))) {
						specialization |= SkeletonShaderGLES3::USE_NORMAL;
					}
					if ((mi->surfaces[i].format_cache & (1 << RS::ARRAY_TANGENT))) {
						specialization |= SkeletonShaderGLES3::USE_TANGENT;
					}
				}
				bool success = skeleton_shader.shader.version_bind_shader(skeleton_shader.shader_version, variant, specialization);
				if (!success) {
					continue;
				}
				skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_WEIGHT, base_weight, skeleton_shader.shader_version, variant, specialization);
				skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_SHAPE_COUNT, float(mi->mesh->blend_shape_count), skeleton_shader.shader_version, variant, specialization);
				glBindBuffer(GL_ARRAY_BUFFER, 0);
				glBindVertexArray(mi->mesh->surfaces[i]->skeleton_vertex_array);
				glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mi->surfaces[i].vertex_buffers[0]);
				glBeginTransformFeedback(GL_POINTS);
				glDrawArrays(GL_POINTS, 0, mi->mesh->surfaces[i]->vertex_count);
				glEndTransformFeedback();
				variant = SkeletonShaderGLES3::MODE_BLEND_PASS;
				success = skeleton_shader.shader.version_bind_shader(skeleton_shader.shader_version, variant, specialization);
				if (!success) {
					continue;
				}
				
				for (uint32_t bs = 0; bs < mi->mesh->blend_shape_count - 1; bs++) {
					float weight = mi->blend_weights[bs];
					if (Math::is_zero_approx(weight)) {