Looking at the GitHub issue posted, it looks like the issue is related to how Godot's OpenGL ES 3 renders on older Android devices. As mentioned in that issue, it appears that using Godot 3.1 and OpenGL ES 2 fixes the issue.
If possible, I would highly recommend making a simple Godot 3.1 project for testing. Once you have the project done I would switch the project to OpenGL ES 2 and then export it to Android. Hopefully then when you run the app on your device, the issue will no longer be present.
Barring that, I suppose you may be able to flip the entire game's main viewport through code, though from what I gathered reading the issue on GitHub, this should only be a temporary fix since newer Android devices do not exhibit the issue. Short term you could use code like this:
extends Node
func _ready():
get_tree().root.render_target_v_flip = true;
Though I would only use a workaround like that if Godot 3.1 and OpenGL ES 2 does not work, and/or you need to keep developing and do not mind punting the issue down the road.
Hopefully this helps :smile: