### 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
ERR_FAIL_COND_V(instance == XR_NULL_HANDLE, RID());
	Action action;
	action.name = p_name;
	ActionSet *action_set = action_set_owner.get_or_null(p_action_set);
	ERR_FAIL_NULL_V(action_set, RID());
	ERR_FAIL_COND_V(action_set->handle == XR_NULL_HANDLE, RID());
	action.action_set_rid = p_action_set;
	switch (p_action_type) {
		case OpenXRAction::OPENXR_ACTION_BOOL:
			action.action_type = XR_ACTION_TYPE_BOOLEAN_INPUT;
			break;
		case OpenXRAction::OPENXR_ACTION_FLOAT:
			action.action_type = XR_ACTION_TYPE_FLOAT_INPUT;
			break;
		case OpenXRAction::OPENXR_ACTION_VECTOR2:
			action.action_type = XR_ACTION_TYPE_VECTOR2F_INPUT;
			break;
		case OpenXRAction::OPENXR_ACTION_POSE:
			action.action_type = XR_ACTION_TYPE_POSE_INPUT;
			break;
		case OpenXRAction::OPENXR_ACTION_HAPTIC:
			action.action_type = XR_ACTION_TYPE_VIBRATION_OUTPUT;
			break;
		default:
			ERR_FAIL_V(RID());
			break;
	}
	Vector<XrPath> toplevel_paths;
	for (int i = 0; i < p_trackers.size(); i++) {