### 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.
for (uint32_t i = 0; i < mi->surfaces.size(); i++) {
		if (mi->surfaces[i].version_count != 0) {
			for (uint32_t j = 0; j < mi->surfaces[i].version_count; j++) {
				glDeleteVertexArrays(1, &mi->surfaces[i].versions[j].vertex_array);
				mi->surfaces[i].versions[j].vertex_array = 0;
			}
			memfree(mi->surfaces[i].versions);
		}
		if (mi->surfaces[i].vertex_buffers[0] != 0) {
			GLES3::Utilities::get_singleton()->buffer_free_data(mi->surfaces[i].vertex_buffers[0]);
			GLES3::Utilities::get_singleton()->buffer_free_data(mi->surfaces[i].vertex_buffers[1]);
			mi->surfaces[i].vertex_buffers[0] = 0;
			mi->surfaces[i].vertex_buffers[1] = 0;
		}
		if (mi->surfaces[i].vertex_buffer != 0) {
			GLES3::Utilities::get_singleton()->buffer_free_data(mi->surfaces[i].vertex_buffer);
			mi->surfaces[i].vertex_buffer = 0;
		}
	}
	mi->surfaces.clear();
	mi->blend_weights.clear();
	mi->skeleton_version = 0;
}
void MeshStorage::_mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface) {