### 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.
MeshInstance *mi = mesh_instance_owner.get_or_null(p_rid);
	_mesh_instance_clear(mi);
	mi->mesh->instances.erase(mi->I);
	mi->I = nullptr;
	mesh_instance_owner.free(p_rid);
}
void MeshStorage::mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) {
	MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
	if (mi->skeleton == p_skeleton) {
		return;
	}
	mi->skeleton = p_skeleton;
	mi->skeleton_version = 0;
	mi->dirty = true;
}
void MeshStorage::mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) {
	MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
	ERR_FAIL_COND(!mi);
	ERR_FAIL_INDEX(p_shape, (int)mi->blend_weights.size());
	mi->blend_weights[p_shape] = p_weight;
	mi->dirty = true;
}
void MeshStorage::_mesh_instance_clear(MeshInstance *mi) {