This is an artifact in Graphics3D
rendering (Z-fighting) which is generally difficult to avoid when using a depth buffer.
While ArrayMesh
is new in 10.4, you would see similar behavior if you did copy and paste the result into an older version.
As a possible workaround, try
SetOptions[$FrontEnd, RenderingOptions ->
{"Graphics3DRenderingEngine" -> "BSPTree"}]
A different workaround, suggested by halmir is to use
ArrayMesh[arr, MeshCellStyleRenderingOptions -> {2"Graphics3DRenderingEngine" -> Yellow"BSPTree"}]