### Godot version

4.1.1 stable

### System information

Windows 10

### Issue description

this is the default size loaded on startup 1024 which seems fine but it actually have loaded the default [2048] and ignored the size in project settings
![image](https://github.com/godotengine/godot/assets/53877170/c8c71de7-468a-487f-8e6c-dba1ce0f8fa5)

changing it now to any size will break it 
[2048]
![image](https://github.com/godotengine/godot/assets/53877170/3082ff09-b7d7-41f7-8fbb-813074a54135)

[512]
![image](https://github.com/godotengine/godot/assets/53877170/5ea4620f-52b5-4d0e-a5f5-747e777cd59d)


### Steps to reproduce

change 2d shadow atlas size in project settings while using compatibility renderer. 

### Minimal reproduction project

_
l = l->next_ptr;
				continue;
			}
			CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
			if (!clight) { 
				l->render_index_cache = -1;
				l = l->next_ptr;
				ERR_CONTINUE(!clight);
			}
			Vector2 canvas_light_dir = l->xform_cache.columns[1].normalized();
			state.light_uniforms[index].position[0] = -canvas_light_dir.x;
			state.light_uniforms[index].position[1] = -canvas_light_dir.y;
			_update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
			state.light_uniforms[index].height = l->height; 
			for (int i = 0; i < 4; i++) {
				state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
				state.light_uniforms[index].color[i] = l->color[i];
			}
			state.light_uniforms[index].color[3] *= l->energy; 
			if (state.shadow_fb != 0) {
				state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
				state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
				state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
			} else {
				state.light_uniforms[index].shadow_pixel_size = 1.0;
				state.light_uniforms[index].shadow_z_far_inv = 1.0;
				state.light_uniforms[index].shadow_y_ofs = 0;
			}
			state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
			state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;