### 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.
newptr[0] = Math::half_to_float(raw_data[0]);
				newptr[1] = Math::half_to_float(raw_data[1]);
				newptr[2] = Math::half_to_float(raw_data[2]);
				newptr[3] = Math::half_to_float(raw_data[3]);
			}
		}
		return decompressed;
	} else {
		return ret;
	}
}
void MeshStorage::multimesh_set_visible_instances(RID p_multimesh, int p_visible) {
	MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
	ERR_FAIL_COND(!multimesh);
	ERR_FAIL_COND(p_visible < -1 || p_visible > multimesh->instances);
	if (multimesh->visible_instances == p_visible) {
		return;
	}
	if (multimesh->data_cache.size()) {
		
		_multimesh_mark_all_dirty(multimesh, false, true);
		int start = multimesh->visible_instances >= 0 ? multimesh->visible_instances : multimesh->instances;
		for (int i = start; i < p_visible; i++) {
			_multimesh_mark_dirty(multimesh, i, true);
		}
	}
	multimesh->visible_instances = p_visible;
	multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES);
}
int MeshStorage::multimesh_get_visible_instances(RID p_multimesh) const {