### Godot version

4.0 Beta 11

### System information

Windows 10 version 22H2, GeForce Game Ready Driver Version 528.02, GTX 1070

### Issue description

Since Beta 11 this error is given whenever a project is run in the forward+ renderer with OpenXR enabled. This error is not present with Beta 10 and previous versions.
![image](https://user-images.githubusercontent.com/38119387/212044209-1179b908-f010-47a1-ae53-bc2faadc30de.png)

I've tested with projects created in previous versions as well as the current version (Beta 11)

### Steps to reproduce

Create project, enable OpenXR in project settings, and run.

### Minimal reproduction project

N/A
for (OpenXRCompositionLayerProvider *provider : composition_layer_providers) {
		XrCompositionLayerBaseHeader *layer = provider->get_composition_layer();
		if (layer) {
			layers_list.push_back(layer);
		}
	}
	XrCompositionLayerProjection projection_layer = {
		XR_TYPE_COMPOSITION_LAYER_PROJECTION, 
		nullptr, 
		layers_list.size() > 0 ? XR_COMPOSITION_LAYER_BLEND_TEXTURE_SOURCE_ALPHA_BIT | XR_COMPOSITION_LAYER_CORRECT_CHROMATIC_ABERRATION_BIT : XR_COMPOSITION_LAYER_CORRECT_CHROMATIC_ABERRATION_BIT, 
		play_space, 
		view_count, 
		projection_views, 
	};
	layers_list.push_back((const XrCompositionLayerBaseHeader *)&projection_layer);
	XrFrameEndInfo frame_end_info = {
		XR_TYPE_FRAME_END_INFO, 
		nullptr, 
		frame_state.predictedDisplayTime, 
		XR_ENVIRONMENT_BLEND_MODE_OPAQUE, 
		static_cast<uint32_t>(layers_list.size()), 
		layers_list.ptr() 
	};
	result = xrEndFrame(session, &frame_end_info);
	if (XR_FAILED(result)) {
		print_line("OpenXR: failed to end frame! [", get_error_string(result), "]");
		return;
	}
}
float OpenXRAPI::get_display_refresh_rate() const {