### 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)

ELEMENT_TYPE_OMNI_LIGHT,
		ELEMENT_TYPE_SPOT_LIGHT,
		ELEMENT_TYPE_DECAL,
		ELEMENT_TYPE_REFLECTION_PROBE,
		ELEMENT_TYPE_MAX,
	};
private:
	ClusterBuilderSharedDataRD *shared = nullptr;
	struct RenderElementData {
		uint32_t type; 
		uint32_t touches_near;
		uint32_t touches_far;
		uint32_t original_index;
		float transform_inv[12]; 
		float scale[3];
		uint32_t pad;
	};
	uint32_t cluster_count_by_type[ELEMENT_TYPE_MAX] = {};
	uint32_t max_elements_by_type = 0;
	RenderElementData *render_elements = nullptr;
	uint32_t render_element_count = 0;
	uint32_t render_element_max = 0;
	Transform3D view_xform;
	Projection adjusted_projection;
	Projection projection;
	float z_far = 0;
	float z_near = 0;
	bool orthogonal = false;
	enum Divisor {