### 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)

e.touches_near = false;
				}
			}
			e.touches_far = max_d > z_far;
			e.scale[0] = len * shared->cone_overfit;
			e.scale[1] = len * shared->cone_overfit;
			e.scale[2] = radius;
			e.type = ELEMENT_TYPE_SPOT_LIGHT;
			e.original_index = cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT]; 
			RendererRD::MaterialStorage::store_transform_transposed_3x4(xform, e.transform_inv);
			cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT]++;
		}
		render_element_count++;
	}
	_FORCE_INLINE_ void add_box(BoxType p_box_type, const Transform3D &p_transform, const Vector3 &p_half_extents) {
		if (p_box_type == BOX_TYPE_DECAL && cluster_count_by_type[ELEMENT_TYPE_DECAL] == max_elements_by_type) {
			return; 
		}
		if (p_box_type == BOX_TYPE_REFLECTION_PROBE && cluster_count_by_type[ELEMENT_TYPE_REFLECTION_PROBE] == max_elements_by_type) {
			return; 
		}
		RenderElementData &e = render_elements[render_element_count];
		Transform3D xform = view_xform * p_transform;
		
		Vector3 scale = p_half_extents;
		for (uint32_t i = 0; i < 3; i++) {
			float s = xform.basis.rows[i].length();
			scale[i] *= s;
			xform.basis.rows[i] /= s;
		};