### 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_V(!mesh, RID());
	ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_surface, mesh->surface_count, RID());
	return mesh->surfaces[p_surface]->material;
}
RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const {
	Mesh *mesh = mesh_owner.get_or_null(p_mesh);
	ERR_FAIL_COND_V(!mesh, RS::SurfaceData());
	ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_surface, mesh->surface_count, RS::SurfaceData());
	Mesh::Surface &s = *mesh->surfaces[p_surface];
	RS::SurfaceData sd;
	sd.format = s.format;
	if (s.vertex_buffer != 0) {
		sd.vertex_data = Utilities::buffer_get_data(GL_ARRAY_BUFFER, s.vertex_buffer, s.vertex_buffer_size);
	}
	if (s.attribute_buffer != 0) {
		sd.attribute_data = Utilities::buffer_get_data(GL_ARRAY_BUFFER, s.attribute_buffer, s.attribute_buffer_size);
	}
	if (s.skin_buffer != 0) {
		sd.skin_data = Utilities::buffer_get_data(GL_ARRAY_BUFFER, s.skin_buffer, s.skin_buffer_size);
	}
	sd.vertex_count = s.vertex_count;
	sd.index_count = s.index_count;
	sd.primitive = s.primitive;
	if (sd.index_count) {
		sd.index_data = Utilities::buffer_get_data(GL_ELEMENT_ARRAY_BUFFER, s.index_buffer, s.index_buffer_size);
	}
	sd.aabb = s.aabb;
	for (uint32_t i = 0; i < s.lod_count; i++) {
		RS::SurfaceData::LOD lod;