### 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
}
		gi.setup_voxel_gi_instances(p_render_data, p_render_data->render_buffers, p_render_data->scene_data->cam_transform, *p_render_data->voxel_gi_instances, p_render_data->voxel_gi_count);
	}
	if (current_cluster_builder != nullptr) {
		p_render_data->cluster_buffer = current_cluster_builder->get_cluster_buffer();
		p_render_data->cluster_size = current_cluster_builder->get_cluster_size();
		p_render_data->cluster_max_elements = current_cluster_builder->get_max_cluster_elements();
	}
	_update_vrs(rb);
	RENDER_TIMESTAMP("Setup 3D Scene");
	
	if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) {
		p_render_data->scene_data->calculate_motion_vectors = true;
	} else if (rb.is_valid() && rb->get_use_taa()) {
		p_render_data->scene_data->calculate_motion_vectors = true;
	} else {
		p_render_data->scene_data->calculate_motion_vectors = false;
	}
	
	p_render_data->scene_data->directional_light_count = 0;
	p_render_data->scene_data->opaque_prepass_threshold = 0.99f;
	Size2i screen_size;
	RID color_framebuffer;
	RID color_only_framebuffer;
	RID depth_framebuffer;
	PassMode depth_pass_mode = PASS_MODE_DEPTH;
	uint32_t color_pass_flags = 0;
	Vector<Color> depth_pass_clear;
	bool using_separate_specular = false;
	bool using_ssr = false;