### 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_owner.initialize_rid(p_rid, Mesh());
}
void MeshStorage::mesh_free(RID p_rid) {
	mesh_clear(p_rid);
	mesh_set_shadow_mesh(p_rid, RID());
	Mesh *mesh = mesh_owner.get_or_null(p_rid);
	ERR_FAIL_COND(!mesh);
	mesh->dependency.deleted_notify(p_rid);
	if (mesh->instances.size()) {
		ERR_PRINT("deleting mesh with active instances");
	}
	if (mesh->shadow_owners.size()) {
		for (Mesh *E : mesh->shadow_owners) {
			Mesh *shadow_owner = E;
			shadow_owner->shadow_mesh = RID();
			shadow_owner->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
		}
	}
	mesh_owner.free(p_rid);
}
void MeshStorage::mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) {
	ERR_FAIL_COND(p_blend_shape_count < 0);
	Mesh *mesh = mesh_owner.get_or_null(p_mesh);
	ERR_FAIL_COND(!mesh);
	ERR_FAIL_COND(mesh->surface_count > 0); 
	mesh->blend_shape_count = p_blend_shape_count;
}
bool MeshStorage::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) {