### Godot version

v4.1.beta1.official [828ec2c5d]

### System information

Windows 11 Home, v4.1.beta1.official [828ec2c5d], All Renderers, NVidia GeForce RTX 3060 Ti,  Drivers 535.98

### Issue description

When enabling the "Y Sort Enabled" ordering method for a Sprite2D, the sprite will be rendered entirely black.

![grafik](https://github.com/godotengine/godot/assets/29011290/6fa4da16-d9a5-4c3b-a9e4-c1bba53c2183)
![grafik](https://github.com/godotengine/godot/assets/29011290/cbf499ae-f3f7-4c07-98b2-a1a667d810c2)


### Steps to reproduce

Simply create a Sprite2D Node, assign any texture to it and activate Y-Sorting

### Minimal reproduction project

[GDB_4.1_ysort.zip](https://github.com/godotengine/godot/files/11704361/GDB_4.1_ysort.zip)

Vector2 bisector;
	float length = 1.0f;
	bisector = (p_prev_segment_dir * p_segment_dir.length() - p_segment_dir * p_prev_segment_dir.length()).normalized();
	float angle = atan2f(bisector.cross(p_prev_segment_dir), bisector.dot(p_prev_segment_dir));
	float sin_angle = sinf(angle);
	if (!Math::is_zero_approx(sin_angle) && !p_segment_dir.is_equal_approx(p_prev_segment_dir)) {
		length = 1.0f / sin_angle;
		length = CLAMP(length, -3.0f, 3.0f);
	} else {
		bisector = p_segment_dir.orthogonal();
	}
	if (bisector.is_zero_approx()) {
		bisector = p_segment_dir.orthogonal();
	}
	return bisector * length;
}
void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width, bool p_antialiased) {