### Godot version

4.0.beta10.official [d0398f62f]

### System information

Windows 10, Vulkan, NVIDIA GeForce RTX 2060m (31.0.15.2698)

### Issue description

I'm getting some kind of clustering/blocky artifact when using spotlights, with no fog or any fancy rendering stuff whatsoever.
I've looked through a bunch of similar issues, but the only ones I could find were related to volumetric fog or other environment effects that I am not using.
Not sure if I'm just missing something, but I think I've played with every option in the spotlight and every option in a WorldEnvironment and nothing makes it go away.

The only lead I have is that the intensity of the artifact seems to be affected by the spot angle. It cycles in a sawtooth pattern every ~0.07 degrees.

![image](https://user-images.githubusercontent.com/13819558/209914720-77a637ea-8cc7-4cff-8216-363f9150885a.png)

Lmk if you need more info or need me to try anything.

### Steps to reproduce

1. New Project (Forward+)
2. Put down some MeshInstance3Ds as a backdrop
3. Put a SpotLight3D
4. Raise spotlight intensity, lower spot angle, and increase range to see it better
5. Slowly increase spot angle to see cycling effect

### Minimal reproduction project

[testspotlight.zip](https://github.com/godotengine/godot/files/10318069/testspotlight.zip)

RENDER_TIMESTAMP("> Bake 3D Cluster");
	RD::get_singleton()->draw_command_begin_label("Bake Light Cluster");
	
	RD::get_singleton()->buffer_clear(cluster_buffer, 0, cluster_buffer_size, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
	if (render_element_count > 0) {
		
		RD::get_singleton()->buffer_clear(cluster_render_buffer, 0, cluster_render_buffer_size, RD::BARRIER_MASK_RASTER);
		{ 
			StateUniform state;
			RendererRD::MaterialStorage::store_camera(adjusted_projection, state.projection);
			state.inv_z_far = 1.0 / z_far;
			state.screen_to_clusters_shift = get_shift_from_power_of_2(cluster_size);
			state.screen_to_clusters_shift -= divisor; 
			state.cluster_screen_width = cluster_screen_size.x;
			state.cluster_depth_offset = (render_element_max / 32);
			state.cluster_data_size = state.cluster_depth_offset + render_element_max;
			RD::get_singleton()->buffer_update(state_uniform, 0, sizeof(StateUniform), &state, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);