### Godot version

v4.0.beta.custom_build [9f1fe0895]

### System information

Fedora 36

### Issue description

Opening scenes with a sky panorama and any ReflectionProbes print "test" over a hundred times, as well as a few hundred varied error messages for each probe in the scene. Toggling visibility of the probes off and on again prints the errors again.
Everything seems to still render correctly, as far as I can tell.
Regression from #70253.

### Steps to reproduce

Open a scene with a sky panorama and a reflection probe.

### Minimal reproduction project

https://github.com/godotengine/godot-demo-projects/tree/4.0-dev/3d/platformer
}
			sky_energy_multiplier *= bg_energy_multiplier;
			RID sky_rid = environment_get_sky(p_render_data->environment);
			if (sky_rid.is_valid()) {
				sky.update_radiance_buffers(rb, p_render_data->environment, p_render_data->scene_data->cam_transform.origin, time, sky_energy_multiplier);
				radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
			} else {
				
				draw_sky = false;
			}
			if (draw_sky || draw_sky_fog_only) {
				
				sky.update_res_buffers(rb, p_render_data->environment, time, sky_energy_multiplier);
			}
			RD::get_singleton()->draw_command_end_label();
		}
	} else {
		clear_color = p_default_bg_color;
	}
	bool debug_voxelgis = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION;
	bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
	bool depth_pre_pass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable")) && depth_framebuffer.is_valid();
	bool using_ssao = depth_pre_pass && rb.is_valid() && p_render_data->environment.is_valid() && environment_get_ssao_enabled(p_render_data->environment);
	bool continue_depth = false;
	if (depth_pre_pass) { 
		bool needs_pre_resolve = _needs_post_prepass_render(p_render_data, using_sdfgi || using_voxelgi);
		if (needs_pre_resolve) {
			RENDER_TIMESTAMP("GI + Render Depth Pre-Pass (Parallel)");
		} else {
			RENDER_TIMESTAMP("Render Depth Pre-Pass");