### 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 (int i = 0; i < multimesh->instances; i++) {
			{
				float *dataptr = w + i * old_stride;
				float *newptr = w + i * multimesh->stride_cache;
				float vals[8] = { dataptr[0], dataptr[1], dataptr[2], dataptr[3], dataptr[4], dataptr[5], dataptr[6], dataptr[7] };
				memcpy(newptr, vals, 8 * 4);
			}
			if (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_3D) {
				float *dataptr = w + i * old_stride + 8;
				float *newptr = w + i * multimesh->stride_cache + 8;
				float vals[8] = { dataptr[0], dataptr[1], dataptr[2], dataptr[3] };
				memcpy(newptr, vals, 4 * 4);
			}
			if (multimesh->uses_colors) {
				float *dataptr = w + i * old_stride + (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12);
				float *newptr = w + i * multimesh->stride_cache + multimesh->color_offset_cache;
				uint16_t val[4] = { Math::make_half_float(dataptr[0]), Math::make_half_float(dataptr[1]), Math::make_half_float(dataptr[2]), Math::make_half_float(dataptr[3]) };
				memcpy(newptr, val, 2 * 4);
			}
			if (multimesh->uses_custom_data) {
				float *dataptr = w + i * old_stride + (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12) + (multimesh->uses_colors ? 4 : 0);
				float *newptr = w + i * multimesh->stride_cache + multimesh->custom_data_offset_cache;
				uint16_t val[4] = { Math::make_half_float(dataptr[0]), Math::make_half_float(dataptr[1]), Math::make_half_float(dataptr[2]), Math::make_half_float(dataptr[3]) };
				memcpy(newptr, val, 2 * 4);
			}
		}
		multimesh->data_cache.resize(multimesh->instances * (int)multimesh->stride_cache);
		const float *r = multimesh->data_cache.ptr();
		glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
		glBufferData(GL_ARRAY_BUFFER, multimesh->data_cache.size() * sizeof(float), r, GL_STATIC_DRAW);