### 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
WindowWrapper *wrapper = Object::cast_to<WindowWrapper>(p_dock);
	if (!wrapper) {
		_dock_make_float(p_dock, p_slot_index, false);
		wrapper = floating_docks[floating_docks.size() - 1];
	}
	wrapper->restore_window_from_saved_position(
			p_dock_dump.get("window_rect", Rect2i()),
			p_dock_dump.get("window_screen", -1),
			p_dock_dump.get("window_screen_rect", Rect2i()));
}
void EditorNode::_load_docks_from_config(Ref<ConfigFile> p_layout, const String &p_section) {
	Dictionary floating_docks_dump = p_layout->get_value(p_section, "dock_floating", Dictionary());
	bool restore_window_on_load = EDITOR_GET("interface/multi_window/restore_windows_on_load");
	for (int i = 0; i < DOCK_SLOT_MAX; i++) {
		if (!p_layout->has_section_key(p_section, "dock_" + itos(i + 1))) {
			continue;
		}
		Vector<String> names = String(p_layout->get_value(p_section, "dock_" + itos(i + 1))).split(",");
		for (int j = names.size() - 1; j >= 0; j--) {
			String name = names[j];
			
			int atidx = -1;
			Control *node = nullptr;
			for (int k = 0; k < DOCK_SLOT_MAX; k++) {
				if (!dock_slot[k]->has_node(name)) {
					continue;
				}
				node = Object::cast_to<Control>(dock_slot[k]->get_node(name));
				if (!node) {
					continue;