### 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
print_line("OpenXR: Couldn't locate views [", get_error_string(result), "]");
		return;
	}
	bool pose_valid = true;
	for (uint64_t i = 0; i < view_count_output; i++) {
		if ((view_state.viewStateFlags & XR_VIEW_STATE_ORIENTATION_VALID_BIT) == 0 ||
				(view_state.viewStateFlags & XR_VIEW_STATE_POSITION_VALID_BIT) == 0) {
			pose_valid = false;
		}
	}
	if (view_pose_valid != pose_valid) {
		view_pose_valid = pose_valid;
		if (!view_pose_valid) {
			print_verbose("OpenXR View pose became invalid");
		} else {
			print_verbose("OpenXR View pose became valid");
		}
	}
	
	XrFrameBeginInfo frame_begin_info = {
		XR_TYPE_FRAME_BEGIN_INFO, 
		nullptr 
	};
	result = xrBeginFrame(session, &frame_begin_info);
	if (XR_FAILED(result)) {
		print_line("OpenXR: failed to being frame [", get_error_string(result), "]");
		return;
	}
}
bool OpenXRAPI::pre_draw_viewport(RID p_render_target) {