### 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

_
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
	canvas_begin(p_to_render_target, p_to_backbuffer);
	if (p_item_count <= 0) {
		
		return;
	}
	uint32_t index = 0;
	Item *current_clip = nullptr;
	GLES3::CanvasShaderData *shader_data_cache = nullptr;
	
	
	bool batch_broken = false;
	_new_batch(batch_broken);
	
	state.canvas_instance_batches[state.current_batch_index].start = state.last_item_index;
	index = 0;
	for (int i = 0; i < p_item_count; i++) {
		Item *ci = items[i];
		if (ci->final_clip_owner != state.canvas_instance_batches[state.current_batch_index].clip) {
			_new_batch(batch_broken);
			state.canvas_instance_batches[state.current_batch_index].clip = ci->final_clip_owner;
			current_clip = ci->final_clip_owner;
		}
		RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
		if (ci->use_canvas_group) {
			if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
				material = default_clip_children_material;
			} else {