### 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.
case RS::ARRAY_COLOR: {
						attrib_stride += sizeof(uint32_t);
					} break;
					case RS::ARRAY_TEX_UV: {
						attrib_stride += sizeof(float) * 2;
					} break;
					case RS::ARRAY_TEX_UV2: {
						attrib_stride += sizeof(float) * 2;
					} break;
					case RS::ARRAY_CUSTOM0:
					case RS::ARRAY_CUSTOM1:
					case RS::ARRAY_CUSTOM2:
					case RS::ARRAY_CUSTOM3: {
						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 = (p_surface.format >> fmt_shift[idx]) & RS::ARRAY_FORMAT_CUSTOM_MASK;
						uint32_t fmtsize[RS::ARRAY_CUSTOM_MAX] = { 4, 4, 4, 8, 4, 8, 12, 16 };
						attrib_stride += fmtsize[fmt];
					} break;
					case RS::ARRAY_WEIGHTS:
					case RS::ARRAY_BONES: {
						
						bool use_8 = p_surface.format & RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS;
						skin_stride += sizeof(int16_t) * (use_8 ? 16 : 8);
					} break;
				}
			}
		}
		int expected_size = stride * p_surface.vertex_count;
		ERR_FAIL_COND_MSG(expected_size != p_surface.vertex_data.size(), "Size of vertex data provided (" + itos(p_surface.vertex_data.size()) + ") does not match expected (" + itos(expected_size) + ")");