### 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)

SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
	return shader_singleton->shader.version_get_native_source_code(version);
}
SceneShaderForwardClustered::ShaderData::ShaderData() :
		shader_list_element(this) {
}
SceneShaderForwardClustered::ShaderData::~ShaderData() {
	SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
	ERR_FAIL_COND(!shader_singleton);
	
	if (version.is_valid()) {
		shader_singleton->shader.version_free(version);
	}
}
RendererRD::MaterialStorage::ShaderData *SceneShaderForwardClustered::_create_shader_func() {
	ShaderData *shader_data = memnew(ShaderData);
	singleton->shader_list.add(&shader_data->shader_list_element);
	return shader_data;
}
void SceneShaderForwardClustered::MaterialData::set_render_priority(int p_priority) {
	priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; 
}
void SceneShaderForwardClustered::MaterialData::set_next_pass(RID p_pass) {
	next_pass = p_pass;
}
bool SceneShaderForwardClustered::MaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {