### 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.
s.blend_shapes[j].vertex_buffer = 0;
				}
				if (s.blend_shapes[j].vertex_array != 0) {
					glDeleteVertexArrays(1, &s.blend_shapes[j].vertex_array);
					s.blend_shapes[j].vertex_array = 0;
				}
			}
			memdelete_arr(s.blend_shapes);
		}
		if (s.skeleton_vertex_array != 0) {
			glDeleteVertexArrays(1, &s.skeleton_vertex_array);
			s.skeleton_vertex_array = 0;
		}
		memdelete(mesh->surfaces[i]);
	}
	if (mesh->surfaces) {
		memfree(mesh->surfaces);
	}
	mesh->surfaces = nullptr;
	mesh->surface_count = 0;
	mesh->material_cache.clear();
	mesh->has_bone_weights = false;
	mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
	for (Mesh *E : mesh->shadow_owners) {
		Mesh *shadow_owner = E;
		shadow_owner->shadow_mesh = RID();
		shadow_owner->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
	}
}
void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis) {