### 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)

ADD_GROUP("Editor", "");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only");
	ADD_GROUP("", "");
	BIND_ENUM_CONSTANT(PARAM_ENERGY);
	BIND_ENUM_CONSTANT(PARAM_INDIRECT_ENERGY);
	BIND_ENUM_CONSTANT(PARAM_VOLUMETRIC_FOG_ENERGY);
	BIND_ENUM_CONSTANT(PARAM_SPECULAR);
	BIND_ENUM_CONSTANT(PARAM_RANGE);
	BIND_ENUM_CONSTANT(PARAM_SIZE);
	BIND_ENUM_CONSTANT(PARAM_ATTENUATION);
	BIND_ENUM_CONSTANT(PARAM_SPOT_ANGLE);
	BIND_ENUM_CONSTANT(PARAM_SPOT_ATTENUATION);
	BIND_ENUM_CONSTANT(PARAM_SHADOW_MAX_DISTANCE);
	BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_1_OFFSET);
	BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_2_OFFSET);
	BIND_ENUM_CONSTANT(PARAM_SHADOW_SPLIT_3_OFFSET);
	BIND_ENUM_CONSTANT(PARAM_SHADOW_FADE_START);
	BIND_ENUM_CONSTANT(PARAM_SHADOW_NORMAL_BIAS);
	BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS);
	BIND_ENUM_CONSTANT(PARAM_SHADOW_PANCAKE_SIZE);
	BIND_ENUM_CONSTANT(PARAM_SHADOW_OPACITY);
	BIND_ENUM_CONSTANT(PARAM_SHADOW_BLUR);
	BIND_ENUM_CONSTANT(PARAM_TRANSMITTANCE_BIAS);
	BIND_ENUM_CONSTANT(PARAM_INTENSITY);
	BIND_ENUM_CONSTANT(PARAM_MAX);
	BIND_ENUM_CONSTANT(BAKE_DISABLED);
	BIND_ENUM_CONSTANT(BAKE_STATIC);
	BIND_ENUM_CONSTANT(BAKE_DYNAMIC);
}
Light3D::Light3D(RenderingServer::LightType p_type) {