Image Textures are black on Android build unless they are Read/Write

So, I had a huge problem for the past few weeks, when I build my project for Android 80% of the time I get black rects instead of the actual image textures, and that’s for any UI texture used, whether the image is a Sprite (UI), a Cursor, a Logo or an Icon.
In Console there are frequent error messages about “Texture of width 1024 and height 1024 is not accessible.”,
This also happens for Editor Plugins/Packages, it seems that the editor can’t read the textures unless its Read/Write, which I can’t change.

After a few hundred tests I solved this issue by setting the textures as Read/Write in order for this to work every time,
Also tried crunch compression on/off, and compressor quality 50/100,
Tried Graphics API Auto/Vulkan/OpenGLES3,
Tried Texture Compression Formats ASTC / ETC2 / ETC / ASTC,ETC2 / ASTC,ETC2,ETC

The problem now is:

  1. Textures are not supposed to be Read/Write unless pixels manipulation is needed.
  2. I read that it doubles the memory consumption.

Does anyone know how to fix this, or why this is happening?
And when exactly Read/Write doubles the memory consumption, is it when you manipulate the the pixels or is it loaded twice from the start?

Unity Editor: 2023.1.3f1 / 23.1.2 / 23.1.1 / 21.3.x LTS
Android Device: Xiaomi Mi10T
GPU: Snapdragon 865 (supports GLES 3.2)