### Godot version

4.0.2.stable.official

### System information

Windows 10, NVIDIA GeForce RTX 2080 SUPER, Driver 516.94, Vulkan backend

### Issue description

When referencing a built-in matrix (MODEL_MATRIX, VIEW_MATRIX...) within the light() function of a spatial shader, these errors are thrown per renderer:

Forward+:
```
-   servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp:171 - Condition "!shader_singleton->shader.version_is_valid(version)" is true.
```
Mobile:
```
-   servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp:182 - Condition "!shader_singleton->shader.version_is_valid(version)" is true.
```
Compatibility (MODEL_MATRIX is referenced):
```
-  drivers/gles3/shader_gles3.cpp:242 - SceneShaderGLES3: Fragment shader compilation failed:
-   0(521) : error C1503: undefined variable "model_matrix"
-   drivers/gles3/shader_gles3.cpp:342 - Method/function failed.
```

The shader displays a fallback instead of what's written. This can be avoided by defining a variable that is identical to the matrix and referencing that instead:

```
shader_type spatial;

varying mat4 mdlMtx;

void vertex() {
	mdlMtx = MODEL_MATRIX;
}

void light() {
	mdlMtx; // works
//	MODEL_MATRIX; // doesn't work
}
```


### Steps to reproduce

In a spatial shader, reference any built-in matrix within the light function:

```
shader_type spatial;

void light() {
	DIFFUSE_LIGHT += ATTENUATION; // lighting that should be displayed
	MODEL_MATRIX; // breaks the shader, displays a fallback
}
```

### Minimal reproduction project

[issue_light_matrices.zip](https://github.com/godotengine/godot/files/11356572/issue_light_matrices.zip)

actions.renames["FRONT_FACING"] = "gl_FrontFacing";
		actions.renames["NORMAL_MAP"] = "normal_map";
		actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
		actions.renames["ALBEDO"] = "albedo";
		actions.renames["ALPHA"] = "alpha";
		actions.renames["METALLIC"] = "metallic";
		actions.renames["SPECULAR"] = "specular";
		actions.renames["ROUGHNESS"] = "roughness";
		actions.renames["RIM"] = "rim";
		actions.renames["RIM_TINT"] = "rim_tint";
		actions.renames["CLEARCOAT"] = "clearcoat";
		actions.renames["CLEARCOAT_ROUGHNESS"] = "clearcoat_roughness";
		actions.renames["ANISOTROPY"] = "anisotropy";
		actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
		actions.renames["SSS_STRENGTH"] = "sss_strength";
		actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
		actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
		actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
		actions.renames["BACKLIGHT"] = "backlight";
		actions.renames["AO"] = "ao";
		actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
		actions.renames["EMISSION"] = "emission";
		actions.renames["POINT_COORD"] = "gl_PointCoord";
		actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
		actions.renames["SCREEN_UV"] = "screen_uv";
		actions.renames["DEPTH"] = "gl_FragDepth";
		actions.renames["FOG"] = "fog";
		actions.renames["RADIANCE"] = "custom_radiance";
		actions.renames["IRRADIANCE"] = "custom_irradiance";
		actions.renames["BONE_INDICES"] = "bone_attrib";