### 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)

ClassDB::bind_method(D_METHOD("set_editor_only", "editor_only"), &Light3D::set_editor_only);
	ClassDB::bind_method(D_METHOD("is_editor_only"), &Light3D::is_editor_only);
	ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &Light3D::set_param);
	ClassDB::bind_method(D_METHOD("get_param", "param"), &Light3D::get_param);
	ClassDB::bind_method(D_METHOD("set_shadow", "enabled"), &Light3D::set_shadow);
	ClassDB::bind_method(D_METHOD("has_shadow"), &Light3D::has_shadow);
	ClassDB::bind_method(D_METHOD("set_negative", "enabled"), &Light3D::set_negative);
	ClassDB::bind_method(D_METHOD("is_negative"), &Light3D::is_negative);
	ClassDB::bind_method(D_METHOD("set_cull_mask", "cull_mask"), &Light3D::set_cull_mask);
	ClassDB::bind_method(D_METHOD("get_cull_mask"), &Light3D::get_cull_mask);
	ClassDB::bind_method(D_METHOD("set_enable_distance_fade", "enable"), &Light3D::set_enable_distance_fade);
	ClassDB::bind_method(D_METHOD("is_distance_fade_enabled"), &Light3D::is_distance_fade_enabled);
	ClassDB::bind_method(D_METHOD("set_distance_fade_begin", "distance"), &Light3D::set_distance_fade_begin);
	ClassDB::bind_method(D_METHOD("get_distance_fade_begin"), &Light3D::get_distance_fade_begin);
	ClassDB::bind_method(D_METHOD("set_distance_fade_shadow", "distance"), &Light3D::set_distance_fade_shadow);
	ClassDB::bind_method(D_METHOD("get_distance_fade_shadow"), &Light3D::get_distance_fade_shadow);
	ClassDB::bind_method(D_METHOD("set_distance_fade_length", "distance"), &Light3D::set_distance_fade_length);
	ClassDB::bind_method(D_METHOD("get_distance_fade_length"), &Light3D::get_distance_fade_length);
	ClassDB::bind_method(D_METHOD("set_color", "color"), &Light3D::set_color);
	ClassDB::bind_method(D_METHOD("get_color"), &Light3D::get_color);
	ClassDB::bind_method(D_METHOD("set_shadow_reverse_cull_face", "enable"), &Light3D::set_shadow_reverse_cull_face);
	ClassDB::bind_method(D_METHOD("get_shadow_reverse_cull_face"), &Light3D::get_shadow_reverse_cull_face);
	ClassDB::bind_method(D_METHOD("set_bake_mode", "bake_mode"), &Light3D::set_bake_mode);
	ClassDB::bind_method(D_METHOD("get_bake_mode"), &Light3D::get_bake_mode);
	ClassDB::bind_method(D_METHOD("set_projector", "projector"), &Light3D::set_projector);
	ClassDB::bind_method(D_METHOD("get_projector"), &Light3D::get_projector);
	ClassDB::bind_method(D_METHOD("set_temperature", "temperature"), &Light3D::set_temperature);