### 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.
const Mesh *mesh = mesh_owner.get_or_null(p_mesh);
	ERR_FAIL_COND_V(!mesh, -1);
	return mesh->blend_shape_count;
}
void MeshStorage::mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) {
	Mesh *mesh = mesh_owner.get_or_null(p_mesh);
	ERR_FAIL_COND(!mesh);
	ERR_FAIL_INDEX((int)p_mode, 2);
	mesh->blend_shape_mode = p_mode;
}
RS::BlendShapeMode MeshStorage::mesh_get_blend_shape_mode(RID p_mesh) const {