### 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.
continue;
					}
					skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_WEIGHT, weight, skeleton_shader.shader_version, variant, specialization);
					skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_SHAPE_COUNT, float(mi->mesh->blend_shape_count), skeleton_shader.shader_version, variant, specialization);
					glBindVertexArray(mi->mesh->surfaces[i]->blend_shapes[bs].vertex_array);
					_blend_shape_bind_mesh_instance_buffer(mi, i);
					glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mi->surfaces[i].vertex_buffers[1]);
					glBeginTransformFeedback(GL_POINTS);
					glDrawArrays(GL_POINTS, 0, mi->mesh->surfaces[i]->vertex_count);
					glEndTransformFeedback();
					SWAP(mi->surfaces[i].vertex_buffers[0], mi->surfaces[i].vertex_buffers[1]);
				}
				uint32_t bs = mi->mesh->blend_shape_count - 1;
				float weight = mi->blend_weights[bs];
				glBindVertexArray(mi->mesh->surfaces[i]->blend_shapes[bs].vertex_array);
				_blend_shape_bind_mesh_instance_buffer(mi, i);
				specialization |= can_use_skeleton ? SkeletonShaderGLES3::USE_SKELETON : 0;
				specialization |= (can_use_skeleton && use_8_weights) ? SkeletonShaderGLES3::USE_EIGHT_WEIGHTS : 0;
				specialization |= SkeletonShaderGLES3::FINAL_PASS;
				success = skeleton_shader.shader.version_bind_shader(skeleton_shader.shader_version, variant, specialization);
				if (!success) {
					continue;
				}
				skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_WEIGHT, weight, skeleton_shader.shader_version, variant, specialization);
				skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_SHAPE_COUNT, float(mi->mesh->blend_shape_count), skeleton_shader.shader_version, variant, specialization);
				if (can_use_skeleton) {
					Transform2D transform = mi->canvas_item_transform_2d.affine_inverse() * sk->base_transform_2d;
					skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::SKELETON_TRANSFORM_X, transform[0], skeleton_shader.shader_version, variant, specialization);
					skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::SKELETON_TRANSFORM_Y, transform[1], skeleton_shader.shader_version, variant, specialization);
					skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::SKELETON_TRANSFORM_OFFSET, transform[2], skeleton_shader.shader_version, variant, specialization);