### 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 (p_data) {
		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++) {
			if (!multimesh->data_cache_dirty_regions[i]) {
				multimesh->data_cache_dirty_regions[i] = true;
				multimesh->data_cache_used_dirty_regions++;
			}
		}
	}
	if (p_aabb) {
		multimesh->aabb_dirty = true;
	}
	if (!multimesh->dirty) {
		multimesh->dirty_list = multimesh_dirty_list;
		multimesh_dirty_list = multimesh;
		multimesh->dirty = true;
	}
}
void MeshStorage::_multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances) {