### Godot version

4.0 beta 13

### System information

Windows 10 960m

### Issue description

I have noticed that more 3 omni lights will render meshes incorrectly. Initially I thought it might have been a light limit over 8 issue, but increasing it to 16 made no difference.

This is an example of the issue:

![omni_8_opengl](https://user-images.githubusercontent.com/7741669/213618701-1f67202e-8e1f-4715-a1b7-c9900292d025.jpg)

This has 8 overlapping omni lights, but it seems like any more than 3 has this kind of incorrect lighting issue. If you toggle on and off random selections of lights in the sample file, there can be seen that some combinations work and some don't.

@clayjohn I am guessing that this is related to the light fix you did for Vulkan recently? I don't usually use opengl in 4.0 but I was trying to use the light limit option to increase it for the vulkan mobile render. Is the opengl light limit render option meant to also work for vulkan mobile?

### Steps to reproduce

- add several plane meshes that butt up against each other
- add 3 or more omni lights and move them around to see the lighting overlap

### Minimal reproduction project

[omni_opengl.zip](https://github.com/godotengine/godot/files/10463259/omni_opengl.zip)

material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::FACE_ID, i, scene_globals.cubemap_filter_shader_version, mode);
		glDrawArrays(GL_TRIANGLES, 0, 3);
	}
	glBindVertexArray(0);
	glViewport(0, 0, p_sky->screen_size.x, p_sky->screen_size.y);
	glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Ref<Image> RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
	return Ref<Image>();
}
void RasterizerSceneGLES3::environment_glow_set_use_bicubic_upscale(bool p_enable) {
	glow_bicubic_upscale = p_enable;
}
void RasterizerSceneGLES3::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
}
void RasterizerSceneGLES3::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
}
void RasterizerSceneGLES3::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
}
void RasterizerSceneGLES3::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
}
void RasterizerSceneGLES3::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
}
void RasterizerSceneGLES3::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
}
void RasterizerSceneGLES3::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
}
void RasterizerSceneGLES3::environment_set_volumetric_fog_filter_active(bool p_enable) {
}
Ref<Image> RasterizerSceneGLES3::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {