### Godot version

v4.0.beta.custom_build [9f1fe0895]

### System information

Fedora 36

### Issue description

Opening scenes with a sky panorama and any ReflectionProbes print "test" over a hundred times, as well as a few hundred varied error messages for each probe in the scene. Toggling visibility of the probes off and on again prints the errors again.
Everything seems to still render correctly, as far as I can tell.
Regression from #70253.

### Steps to reproduce

Open a scene with a sky panorama and a reflection probe.

### Minimal reproduction project

https://github.com/godotengine/godot-demo-projects/tree/4.0-dev/3d/platformer
}
	{
		RD::Uniform u;
		u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
		u.binding = 13;
		u.append_id(p_geom_facing_texture);
		uniforms.push_back(u);
	}
	return UniformSetCacheRD::get_singleton()->get_cache_vec(scene_shader.default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET, uniforms);
}
RID RenderForwardClustered::_render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) {
	Ref<RenderBufferDataForwardClustered> rb_data = p_render_buffers->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED);
	return p_render_buffers->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED ? rb_data->get_normal_roughness() : rb_data->get_normal_roughness_msaa();
}
RID RenderForwardClustered::_render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) {
	return p_render_buffers->get_velocity_buffer(p_render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED);
}
void RenderForwardClustered::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
	ss_effects->ssao_set_quality(p_quality, p_half_size, p_adaptive_target, p_blur_passes, p_fadeout_from, p_fadeout_to);
}
void RenderForwardClustered::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
	ss_effects->ssil_set_quality(p_quality, p_half_size, p_adaptive_target, p_blur_passes, p_fadeout_from, p_fadeout_to);
}
void RenderForwardClustered::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
	ss_effects->ssr_set_roughness_quality(p_quality);
}
void RenderForwardClustered::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
	ss_effects->sss_set_quality(p_quality);
}
void RenderForwardClustered::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {