### 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.
attributes_stride += 2 * sizeof(float);
				attribs[i].normalized = GL_FALSE;
			} break;
			case RS::ARRAY_TEX_UV2: {
				attribs[i].offset = attributes_stride;
				attribs[i].size = 2;
				attribs[i].type = GL_FLOAT;
				attributes_stride += 2 * sizeof(float);
				attribs[i].normalized = GL_FALSE;
			} break;
			case RS::ARRAY_CUSTOM0:
			case RS::ARRAY_CUSTOM1:
			case RS::ARRAY_CUSTOM2:
			case RS::ARRAY_CUSTOM3: {
				attribs[i].offset = attributes_stride;
				int idx = i - RS::ARRAY_CUSTOM0;
				uint32_t fmt_shift[RS::ARRAY_CUSTOM_COUNT] = { RS::ARRAY_FORMAT_CUSTOM0_SHIFT, RS::ARRAY_FORMAT_CUSTOM1_SHIFT, RS::ARRAY_FORMAT_CUSTOM2_SHIFT, RS::ARRAY_FORMAT_CUSTOM3_SHIFT };
				uint32_t fmt = (s->format >> fmt_shift[idx]) & RS::ARRAY_FORMAT_CUSTOM_MASK;
				uint32_t fmtsize[RS::ARRAY_CUSTOM_MAX] = { 4, 4, 4, 8, 4, 8, 12, 16 };
				GLenum gl_type[RS::ARRAY_CUSTOM_MAX] = { GL_UNSIGNED_BYTE, GL_BYTE, GL_HALF_FLOAT, GL_HALF_FLOAT, GL_FLOAT, GL_FLOAT, GL_FLOAT, GL_FLOAT };
				GLboolean norm[RS::ARRAY_CUSTOM_MAX] = { GL_TRUE, GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE };
				attribs[i].type = gl_type[fmt];
				attributes_stride += fmtsize[fmt];
				attribs[i].size = fmtsize[fmt] / sizeof(float);
				attribs[i].normalized = norm[fmt];
			} break;
			case RS::ARRAY_BONES: {
				attribs[i].offset = skin_stride;
				attribs[i].size = 4;
				attribs[i].type = GL_UNSIGNED_SHORT;