### 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.
ERR_FAIL_COND(multimesh->mesh.is_null());
	AABB aabb;
	AABB mesh_aabb = mesh_get_aabb(multimesh->mesh);
	for (int i = 0; i < p_instances; i++) {
		const float *data = p_data + multimesh->stride_cache * i;
		Transform3D t;
		if (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_3D) {
			t.basis.rows[0][0] = data[0];
			t.basis.rows[0][1] = data[1];
			t.basis.rows[0][2] = data[2];
			t.origin.x = data[3];
			t.basis.rows[1][0] = data[4];
			t.basis.rows[1][1] = data[5];
			t.basis.rows[1][2] = data[6];
			t.origin.y = data[7];
			t.basis.rows[2][0] = data[8];
			t.basis.rows[2][1] = data[9];
			t.basis.rows[2][2] = data[10];
			t.origin.z = data[11];
		} else {
			t.basis.rows[0][0] = data[0];
			t.basis.rows[0][1] = data[1];
			t.origin.x = data[3];
			t.basis.rows[1][0] = data[4];
			t.basis.rows[1][1] = data[5];
			t.origin.y = data[7];
		}
		if (i == 0) {
			aabb = t.xform(mesh_aabb);
		} else {