### Godot version

v4.0.2.stable.custom_build [285ca4637]

### System information

Windows 10, Forward+

### Issue description

Spent a few days working on macOS and in that time, re-did my skybox to use canvas layers, all was well. Returned to my windows machine to find ghost artifacts everywhere. 

Isolated it to the SSR setting on the global world environment. Seems some combination of Canvas BG and SSR is the culprit.

Tested on a double precision custom build as well as 4.0 - 4.02 official builds. 

![anim](https://user-images.githubusercontent.com/175568/231931089-01f858cd-1e95-427f-8b6c-a253ea4fa9f9.gif)


### Steps to reproduce

Create a background CanvasLayer
Set world environment background to Canvas, ensure layer it set to include previous step
Add something to the scene (MeshInstance3D)
Add Camera
Move the camera

### Minimal reproduction project

[canvas-ghost.zip](https://github.com/godotengine/godot/files/11228426/canvas-ghost.zip)

RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
	ERR_FAIL_COND(!light_storage->owns_light_instance(p_light));
	RID base = light_storage->light_instance_get_base_light(p_light);
	Rect2i atlas_rect;
	uint32_t atlas_size = 1;
	RID atlas_fb;
	bool reverse_cull_face = light_storage->light_get_reverse_cull_face_mode(base);
	bool using_dual_paraboloid = false;
	bool using_dual_paraboloid_flip = false;
	Vector2i dual_paraboloid_offset;
	RID render_fb;
	RID render_texture;
	float zfar;
	bool use_pancake = false;
	bool render_cubemap = false;
	bool finalize_cubemap = false;
	bool flip_y = false;
	Projection light_projection;
	Transform3D light_transform;
	if (light_storage->light_get_type(base) == RS::LIGHT_DIRECTIONAL) {