### 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.
}
		if ((p_surface.format & (1 << RS::ARRAY_TANGENT))) {
			glEnableVertexAttribArray(RS::ARRAY_TANGENT);
			glVertexAttribPointer(RS::ARRAY_TANGENT, 2, GL_UNSIGNED_SHORT, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(tangent_offset));
		}
		glBindVertexArray(0);
		glBindBuffer(GL_ARRAY_BUFFER, 0);
	}
	if (mesh->surface_count == 0) {
		mesh->aabb = p_surface.aabb;
	} else {
		mesh->aabb.merge_with(p_surface.aabb);
	}
	mesh->skeleton_aabb_version = 0;
	s->material = p_surface.material;
	mesh->surfaces = (Mesh::Surface **)memrealloc(mesh->surfaces, sizeof(Mesh::Surface *) * (mesh->surface_count + 1));
	mesh->surfaces[mesh->surface_count] = s;
	mesh->surface_count++;
	for (MeshInstance *mi : mesh->instances) {
		_mesh_instance_add_surface(mi, mesh, mesh->surface_count - 1);
	}
	mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
	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->material_cache.clear();
}
int MeshStorage::mesh_get_blend_shape_count(RID p_mesh) const {