### Godot version

4.0.stable, 4.1.3.stable, 4.2.rc1

### System information

Fedora 38, GeForce RTX 4090 (NVIDIA 535.129.03)

### Issue description

`--rendering-method mobile` doesn't *actually* make a Forward+ project use the Mobile rendering method, even though the command line output says so.

### Project using Forward+ rendering method

### No CLI argument (use Forward+)

Looks like Forward+.

```
❯ bin/godot.linuxbsd.editor.x86_64 --path ~/Documents/Godot/test_rendering_method_cli_arguments 
Godot Engine v4.2.rc.custom_build.368e87aa0 - https://godotengine.org
Vulkan API 1.3.242 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 4090
```

### `--rendering-method mobile`

Looks like Forward+.

```
❯ bin/godot.linuxbsd.editor.x86_64 --path ~/Documents/Godot/test_rendering_method_cli_arguments --rendering-method mobile          
Godot Engine v4.2.rc.custom_build.368e87aa0 - https://godotengine.org
Vulkan API 1.3.242 - Forward Mobile - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 4090
 
WARNING: SDFGI can only be enabled when using the Forward+ rendering backend.
     at: environment_set_sdfgi (./servers/rendering/storage/environment_storage.cpp:652)
```

#### `--rendering-method gl_compatibility` (or `--rendering-driver opengl3`)

Looks like Compatibility.

```
❯ bin/godot.linuxbsd.editor.x86_64 --path ~/Documents/Godot/test_rendering_method_cli_arguments --rendering-method gl_compatibility
Godot Engine v4.2.rc.custom_build.368e87aa0 - https://godotengine.org
OpenGL API 3.3.0 NVIDIA 535.129.03 - Compatibility - Using Device: NVIDIA - NVIDIA GeForce RTX 4090
 
WARNING: SDFGI can only be enabled when using the Forward+ rendering backend.
     at: environment_set_sdfgi (./servers/rendering/storage/environment_storage.cpp:652)
WARNING: Glow is not supported when using the GL Compatibility backend yet. Support will be added in a future release.
     at: environment_set_glow (./servers/rendering/storage/environment_storage.cpp:387)
```


### Project using Mobile rendering method

### No CLI argument (use Mobile)

Looks like Mobile.

```
❯ bin/godot.linuxbsd.editor.x86_64 --path ~/Documents/Godot/test_rendering_method_cli_arguments 
Godot Engine v4.2.rc.custom_build.368e87aa0 - https://godotengine.org
Vulkan API 1.3.242 - Forward Mobile - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 4090
 
WARNING: SDFGI can only be enabled when using the Forward+ rendering backend.
     at: environment_set_sdfgi (./servers/rendering/storage/environment_storage.cpp:652)
```

### `--rendering-method forward_plus`

Looks like Mobile.

```
❯ bin/godot.linuxbsd.editor.x86_64 --path ~/Documents/Godot/test_rendering_method_cli_arguments --rendering-method forward_plus    
Godot Engine v4.2.rc.custom_build.368e87aa0 - https://godotengine.org
Vulkan API 1.3.242 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 4090
```

#### `--rendering-method gl_compatibility` (or `--rendering-driver opengl3`)

Looks like Compatibility.

```
❯ bin/godot.linuxbsd.editor.x86_64 --path ~/Documents/Godot/test_rendering_method_cli_arguments --rendering-driver opengl3
Godot Engine v4.2.rc.custom_build.368e87aa0 - https://godotengine.org
OpenGL API 3.3.0 NVIDIA 535.129.03 - Compatibility - Using Device: NVIDIA - NVIDIA GeForce RTX 4090
 
WARNING: SDFGI can only be enabled when using the Forward+ rendering backend.
     at: environment_set_sdfgi (./servers/rendering/storage/environment_storage.cpp:652)
WARNING: Glow is not supported when using the GL Compatibility backend yet. Support will be added in a future release.
     at: environment_set_glow (./servers/rendering/storage/environment_storage.cpp:387)
```

MRP visuals for reference:

Forward+ | Mobile | Compatibility
-|-|-
![Screenshot_20231120_181128](https://github.com/godotengine/godot/assets/180032/cf9ce7cc-2332-4117-a32b-7c5c45b78725) | ![Screenshot_20231120_181143](https://github.com/godotengine/godot/assets/180032/66893228-2221-482c-be99-493d367f4327) | ![Screenshot_20231120_181155](https://github.com/godotengine/godot/assets/180032/9502f1a7-5bd0-4c9a-8134-63fa92244b2a)

### Steps to reproduce

- Use `--rendering-method mobile` to [run a project from the command line](https://docs.godotengine.org/en/latest/tutorials/editor/command_line_tutorial.html) that uses Forward+ in its project settings.
- Alternatively, use `--rendering-method forward_plus` on a project that uses the Mobile rendering method.

### Minimal reproduction project

[test_rendering_method_cli_arguments.zip](https://github.com/godotengine/godot/files/13417650/test_rendering_method_cli_arguments.zip)

blit.push_constant.src_rect[1] = p_render_targets[i].src_rect.position.y;
		blit.push_constant.src_rect[2] = p_render_targets[i].src_rect.size.width;
		blit.push_constant.src_rect[3] = p_render_targets[i].src_rect.size.height;
		blit.push_constant.dst_rect[0] = p_render_targets[i].dst_rect.position.x / screen_size.width;
		blit.push_constant.dst_rect[1] = p_render_targets[i].dst_rect.position.y / screen_size.height;
		blit.push_constant.dst_rect[2] = p_render_targets[i].dst_rect.size.width / screen_size.width;
		blit.push_constant.dst_rect[3] = p_render_targets[i].dst_rect.size.height / screen_size.height;
		blit.push_constant.layer = p_render_targets[i].multi_view.layer;
		blit.push_constant.eye_center[0] = p_render_targets[i].lens_distortion.eye_center.x;
		blit.push_constant.eye_center[1] = p_render_targets[i].lens_distortion.eye_center.y;
		blit.push_constant.k1 = p_render_targets[i].lens_distortion.k1;
		blit.push_constant.k2 = p_render_targets[i].lens_distortion.k2;
		blit.push_constant.upscale = p_render_targets[i].lens_distortion.upscale;
		blit.push_constant.aspect_ratio = p_render_targets[i].lens_distortion.aspect_ratio;
		blit.push_constant.convert_to_srgb = texture_storage->render_target_is_using_hdr(p_render_targets[i].render_target);
		RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
		RD::get_singleton()->draw_list_draw(draw_list, true);
	}
	RD::get_singleton()->draw_list_end();
}
void RendererCompositorRD::begin_frame(double frame_step) {
	frame++;
	delta = frame_step;
	time += frame_step;
	double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
	time = Math::fmod(time, time_roll_over);
	canvas->set_time(time);
	scene->set_time(time, frame_step);
}
void RendererCompositorRD::end_frame(bool p_swap_buffers) {