### 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, false);
	return mesh->blend_shape_count > 0 || (mesh->has_bone_weights && p_has_skeleton);
}
void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) {
	Mesh *mesh = mesh_owner.get_or_null(p_mesh);
	ERR_FAIL_COND(!mesh);
	ERR_FAIL_COND(mesh->surface_count == RS::MAX_MESH_SURFACES);
#ifdef DEBUG_ENABLED
	
	{
		uint32_t stride = 0;
		uint32_t attrib_stride = 0;
		uint32_t skin_stride = 0;
		for (int i = 0; i < RS::ARRAY_WEIGHTS; i++) {
			if ((p_surface.format & (1 << i))) {
				switch (i) {
					case RS::ARRAY_VERTEX: {
						if (p_surface.format & RS::ARRAY_FLAG_USE_2D_VERTICES) {
							stride += sizeof(float) * 2;
						} else {
							stride += sizeof(float) * 3;
						}
					} break;
					case RS::ARRAY_NORMAL: {
						stride += sizeof(uint16_t) * 2;
					} break;
					case RS::ARRAY_TANGENT: {
						stride += sizeof(uint16_t) * 2;
					} break;