### 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.
glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
					for (uint32_t i = 0; i < visible_region_count; i++) {
						if (multimesh->data_cache_dirty_regions[i]) {
							GLint offset = i * region_size;
							GLint size = multimesh->stride_cache * (uint32_t)multimesh->instances * (uint32_t)sizeof(float);
							uint32_t region_start_index = multimesh->stride_cache * MULTIMESH_DIRTY_REGION_SIZE * i;
							glBufferSubData(GL_ARRAY_BUFFER, offset, MIN(region_size, size - offset), &data[region_start_index]);
						}
					}
					glBindBuffer(GL_ARRAY_BUFFER, 0);
				}
				for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
					multimesh->data_cache_dirty_regions[i] = false;
				}
				multimesh->data_cache_used_dirty_regions = 0;
			}
			if (multimesh->aabb_dirty && multimesh->mesh.is_valid()) {
				_multimesh_re_create_aabb(multimesh, data, visible_instances);
				multimesh->aabb_dirty = false;
				multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
			}
		}
		multimesh_dirty_list = multimesh->dirty_list;
		multimesh->dirty_list = nullptr;
		multimesh->dirty = false;
	}
	multimesh_dirty_list = nullptr;
}
RID MeshStorage::skeleton_allocate() {