### Godot version

4.0 Beta 11

### System information

Windows 10 version 22H2, GeForce Game Ready Driver Version 528.02, GTX 1070

### Issue description

Since Beta 11 this error is given whenever a project is run in the forward+ renderer with OpenXR enabled. This error is not present with Beta 10 and previous versions.
![image](https://user-images.githubusercontent.com/38119387/212044209-1179b908-f010-47a1-ae53-bc2faadc30de.png)

I've tested with projects created in previous versions as well as the current version (Beta 11)

### Steps to reproduce

Create project, enable OpenXR in project settings, and run.

### Minimal reproduction project

N/A
XrFrameEndInfo frame_end_info = {
			XR_TYPE_FRAME_END_INFO, 
			nullptr, 
			frame_state.predictedDisplayTime, 
			XR_ENVIRONMENT_BLEND_MODE_OPAQUE, 
			0, 
			nullptr 
		};
		result = xrEndFrame(session, &frame_end_info);
		if (XR_FAILED(result)) {
			print_line("OpenXR: failed to end frame! [", get_error_string(result), "]");
			return;
		}
		
		return;
	}
	
	for (int i = 0; i < OPENXR_SWAPCHAIN_MAX; i++) {
		if (swapchains[i].image_acquired) {
			swapchains[i].image_acquired = false; 
			release_image(swapchains[i]);
		}
	}
	for (uint32_t eye = 0; eye < view_count; eye++) {
		projection_views[eye].fov = views[eye].fov;
		projection_views[eye].pose = views[eye].pose;
	}
	Vector<const XrCompositionLayerBaseHeader *> layers_list;