### 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)

return cluster_buffer;
}
uint32_t ClusterBuilderRD::get_cluster_size() const {
	return cluster_size;
}
uint32_t ClusterBuilderRD::get_max_cluster_elements() const {
	return max_elements_by_type;
}
void ClusterBuilderRD::set_shared(ClusterBuilderSharedDataRD *p_shared) {
	shared = p_shared;
}
ClusterBuilderRD::ClusterBuilderRD() {
	state_uniform = RD::get_singleton()->uniform_buffer_create(sizeof(StateUniform));
}
ClusterBuilderRD::~ClusterBuilderRD() {
	_clear();
	RD::get_singleton()->free(state_uniform);
}