### 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.
Transform3D mtx;
					mtx.basis.rows[0][0] = dataptr[0];
					mtx.basis.rows[0][1] = dataptr[1];
					mtx.origin.x = dataptr[3];
					mtx.basis.rows[1][0] = dataptr[4];
					mtx.basis.rows[1][1] = dataptr[5];
					mtx.origin.y = dataptr[7];
					AABB baabb = mtx.xform(skbones[j]);
					if (first) {
						laabb = baabb;
						first = false;
					} else {
						laabb.merge_with(baabb);
					}
				}
			} else {
				for (int j = 0; j < bs; j++) {
					if (skbones[j].size == Vector3(-1, -1, -1)) {
						continue; 
					}
					const float *dataptr = baseptr + j * 12;
					Transform3D mtx;
					mtx.basis.rows[0][0] = dataptr[0];
					mtx.basis.rows[0][1] = dataptr[1];
					mtx.basis.rows[0][2] = dataptr[2];
					mtx.origin.x = dataptr[3];
					mtx.basis.rows[1][0] = dataptr[4];
					mtx.basis.rows[1][1] = dataptr[5];
					mtx.basis.rows[1][2] = dataptr[6];
					mtx.origin.y = dataptr[7];