### 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)

view_xform = p_view_transform.affine_inverse();
	projection = p_cam_projection;
	z_near = projection.get_z_near();
	z_far = projection.get_z_far();
	orthogonal = p_cam_projection.is_orthogonal();
	adjusted_projection = projection;
	if (!orthogonal) {
		adjusted_projection.adjust_perspective_znear(0.0001);
	}
	Projection correction;
	correction.set_depth_correction(p_flip_y);
	projection = correction * projection;
	adjusted_projection = correction * adjusted_projection;
	
	render_element_count = 0;
	for (uint32_t i = 0; i < ELEMENT_TYPE_MAX; i++) {
		cluster_count_by_type[i] = 0;
	}
}
void ClusterBuilderRD::bake_cluster() {