### 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)

ERR_FAIL_COND(debug_uniform_set.is_null());
	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shared->cluster_debug.shader_pipeline);
	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, debug_uniform_set, 0);
	ClusterBuilderSharedDataRD::ClusterDebug::PushConstant push_constant;
	push_constant.screen_size[0] = screen_size.x;
	push_constant.screen_size[1] = screen_size.y;
	push_constant.cluster_screen_size[0] = cluster_screen_size.x;
	push_constant.cluster_screen_size[1] = cluster_screen_size.y;
	push_constant.cluster_shift = get_shift_from_power_of_2(cluster_size);
	push_constant.cluster_type = p_element;
	push_constant.orthogonal = orthogonal;
	push_constant.z_far = z_far;
	push_constant.z_near = z_near;
	push_constant.max_cluster_element_count_div_32 = max_elements_by_type / 32;
	RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ClusterBuilderSharedDataRD::ClusterDebug::PushConstant));
	RD::get_singleton()->compute_list_dispatch_threads(compute_list, screen_size.x, screen_size.y, 1);
	RD::get_singleton()->compute_list_end();
}
RID ClusterBuilderRD::get_cluster_buffer() const {