### 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.
Mesh::Surface::Attrib attribs[RS::ARRAY_MAX];
	int attributes_stride = 0;
	int vertex_stride = 0;
	int skin_stride = 0;
	for (int i = 0; i < RS::ARRAY_INDEX; i++) {
		if (!(s->format & (1 << i))) {
			attribs[i].enabled = false;
			attribs[i].integer = false;
			continue;
		}
		attribs[i].enabled = true;
		attribs[i].integer = false;
		switch (i) {
			case RS::ARRAY_VERTEX: {
				attribs[i].offset = vertex_stride;
				if (s->format & RS::ARRAY_FLAG_USE_2D_VERTICES) {
					attribs[i].size = 2;
				} else {
					attribs[i].size = 3;