### Godot version

4.1.1rc1

### System information

Godot v4.1.1.rc1 - Windows 10.0.19045 - OpenGL3 (Compatibility) - GeForce GT 630M () - Intel(R) Core(TM) i7-3630QM CPU @ 2.40GHz (8 Threads)

### Issue description

When I run Godot using ```--rendering-driver opengl3```, **Help > Copy System Info** reports that I am using the Vulkan rendering engine, producing a message like this: **_Godot v4.1.1.rc1 - Windows 10.0.19045 - Vulkan (Compatibility) - GeForce GT 630M () - Intel(R) Core(TM) i7-3630QM CPU @ 2.40GHz (8 Threads)_**, where I would expect it to say **_OpenGl3 (Compatibility)_** in place **_Vulkan Compatibility_**.

### Steps to reproduce

1. Open Godot using ```--rendering-driver opengl3```
2. Switch to Compatibility rendering engine
3. Go to **_Help > Copy System Info_**
4. Paste the system info and see that it reports Vulkan to be the rendering driver

### Minimal reproduction project

N/A
center_split->connect("resized", callable_mp(this, &EditorNode::_vp_resized));
	native_shader_source_visualizer = memnew(EditorNativeShaderSourceVisualizer);
	gui_base->add_child(native_shader_source_visualizer);
	orphan_resources = memnew(OrphanResourcesDialog);
	gui_base->add_child(orphan_resources);
	confirmation = memnew(ConfirmationDialog);
	gui_base->add_child(confirmation);
	confirmation->connect("confirmed", callable_mp(this, &EditorNode::_menu_confirm_current));
	save_confirmation = memnew(ConfirmationDialog);
	save_confirmation->add_button(TTR("Don't Save"), DisplayServer::get_singleton()->get_swap_cancel_ok(), "discard");
	gui_base->add_child(save_confirmation);
	save_confirmation->set_min_size(Vector2(450.0 * EDSCALE, 0));
	save_confirmation->connect("confirmed", callable_mp(this, &EditorNode::_menu_confirm_current));
	save_confirmation->connect("custom_action", callable_mp(this, &EditorNode::_discard_changes));
	gradle_build_manage_templates = memnew(ConfirmationDialog);
	gradle_build_manage_templates->set_text(TTR("Android build template is missing, please install relevant templates."));
	gradle_build_manage_templates->set_ok_button_text(TTR("Manage Templates"));
	gradle_build_manage_templates->add_button(TTR("Install from file"))->connect("pressed", callable_mp(this, &EditorNode::_menu_option).bind(SETTINGS_INSTALL_ANDROID_BUILD_TEMPLATE));
	gradle_build_manage_templates->connect("confirmed", callable_mp(this, &EditorNode::_menu_option).bind(SETTINGS_MANAGE_EXPORT_TEMPLATES));
	gui_base->add_child(gradle_build_manage_templates);
	file_android_build_source = memnew(EditorFileDialog);
	file_android_build_source->set_title(TTR("Select Android sources file"));
	file_android_build_source->set_access(EditorFileDialog::ACCESS_FILESYSTEM);
	file_android_build_source->set_file_mode(EditorFileDialog::FILE_MODE_OPEN_FILE);
	file_android_build_source->add_filter("*.zip");
	file_android_build_source->connect("file_selected", callable_mp(this, &EditorNode::_android_build_source_selected));
	gui_base->add_child(file_android_build_source);
	install_android_build_template = memnew(ConfirmationDialog);
	install_android_build_template->set_text(TTR("This will set up your project for gradle Android builds by installing the source template to \"res:android/build\".\nYou can then apply modifications and build your own custom APK on export (adding modules, changing the AndroidManifest.xml, etc.).\nNote that in order to make gradle builds instead of using pre-built APKs, the \"Use Gradle Build\" option should be enabled in the Android export preset."));
	install_android_build_template->set_ok_button_text(TTR("Install"));