### 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)

set_shadow(false);
	set_negative(false);
	set_cull_mask(0xFFFFFFFF);
	set_param(PARAM_ENERGY, 1);
	set_param(PARAM_INDIRECT_ENERGY, 1);
	set_param(PARAM_VOLUMETRIC_FOG_ENERGY, 1);
	set_param(PARAM_SPECULAR, 0.5);
	set_param(PARAM_RANGE, 5);
	set_param(PARAM_SIZE, 0);
	set_param(PARAM_ATTENUATION, 1);
	set_param(PARAM_SPOT_ANGLE, 45);
	set_param(PARAM_SPOT_ATTENUATION, 1);
	set_param(PARAM_SHADOW_MAX_DISTANCE, 0);
	set_param(PARAM_SHADOW_SPLIT_1_OFFSET, 0.1);
	set_param(PARAM_SHADOW_SPLIT_2_OFFSET, 0.2);
	set_param(PARAM_SHADOW_SPLIT_3_OFFSET, 0.5);
	set_param(PARAM_SHADOW_FADE_START, 0.8);
	set_param(PARAM_SHADOW_PANCAKE_SIZE, 20.0);
	set_param(PARAM_SHADOW_OPACITY, 1.0);
	set_param(PARAM_SHADOW_BLUR, 1.0);
	set_param(PARAM_SHADOW_BIAS, 0.1);
	set_param(PARAM_SHADOW_NORMAL_BIAS, 1.0);
	set_param(PARAM_TRANSMITTANCE_BIAS, 0.05);
	set_param(PARAM_SHADOW_FADE_START, 1);
	
	set_param(PARAM_INTENSITY, 1000.0);
	set_temperature(6500.0); 
	set_disable_scale(true);
}
Light3D::Light3D() {