### 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 *mesh = mesh_owner.get_or_null(p_mesh);
	ERR_FAIL_COND_V(!mesh, AABB());
	if (mesh->custom_aabb != AABB()) {
		return mesh->custom_aabb;
	}
	Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
	if (!skeleton || skeleton->size == 0 || mesh->skeleton_aabb_version == skeleton->version) {
		return mesh->aabb;
	}
	
	AABB aabb;
	for (uint32_t i = 0; i < mesh->surface_count; i++) {
		AABB laabb;
		if ((mesh->surfaces[i]->format & RS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->bone_aabbs.size()) {
			int bs = mesh->surfaces[i]->bone_aabbs.size();
			const AABB *skbones = mesh->surfaces[i]->bone_aabbs.ptr();
			int sbs = skeleton->size;
			ERR_CONTINUE(bs > sbs);
			const float *baseptr = skeleton->data.ptr();
			bool first = true;
			if (skeleton->use_2d) {
				for (int j = 0; j < bs; j++) {
					if (skbones[j].size == Vector3(-1, -1, -1)) {
						continue; 
					}
					const float *dataptr = baseptr + j * 8;