### 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

_
state.canvas_instance_batches[state.current_batch_index].command = c;
					state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_PRIMITIVE;
				}
				_prepare_canvas_texture(state.canvas_instance_batches[state.current_batch_index].tex, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
				for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) {
					state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j].x;
					state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j].y;
					state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j].x;
					state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j].y;
					Color col = primitive->colors[j] * base_color;
					state.instance_data_array[r_index].colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
					state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
				}
				_add_to_batch(r_index, r_batch_broken);
				if (primitive->point_count == 4) {
					
					_update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
					_prepare_canvas_texture(state.canvas_instance_batches[state.current_batch_index].tex, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
					for (uint32_t j = 0; j < 3; j++) {
						int offset = j == 0 ? 0 : 1;
						
						state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j + offset].x;
						state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j + offset].y;
						state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j + offset].x;
						state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j + offset].y;
						Color col = primitive->colors[j + offset] * base_color;
						state.instance_data_array[r_index].colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
						state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
					}
					_add_to_batch(r_index, r_batch_broken);