### 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)

uint32_t cluster_screen_size[2];
			uint32_t cluster_shift;
			uint32_t cluster_type;
			float z_near;
			float z_far;
			uint32_t orthogonal;
			uint32_t max_cluster_element_count_div_32;
			uint32_t pad1;
			uint32_t pad2;
		};
		ClusterDebugShaderRD cluster_debug_shader;
		RID shader_version;
		RID shader;
		RID shader_pipeline;
	} cluster_debug;
public:
	ClusterBuilderSharedDataRD();
	~ClusterBuilderSharedDataRD();
};
class ClusterBuilderRD {
public:
	enum LightType {
		LIGHT_TYPE_OMNI,
		LIGHT_TYPE_SPOT
	};
	enum BoxType {
		BOX_TYPE_REFLECTION_PROBE,
		BOX_TYPE_DECAL,
	};
	enum ElementType {