### 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

_
}
void RasterizerCanvasGLES3::canvas_begin(RID p_to_render_target, bool p_to_backbuffer) {
	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
	GLES3::Config *config = GLES3::Config::get_singleton();
	GLES3::RenderTarget *render_target = texture_storage->get_render_target(p_to_render_target);
	if (p_to_backbuffer) {
		glBindFramebuffer(GL_FRAMEBUFFER, render_target->backbuffer_fbo);
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 4);
		GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
		glBindTexture(GL_TEXTURE_2D, tex->tex_id);
	} else {
		glBindFramebuffer(GL_FRAMEBUFFER, render_target->fbo);
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 4);
		glBindTexture(GL_TEXTURE_2D, render_target->backbuffer);
	}
	if (render_target->is_transparent || p_to_backbuffer) {
		state.transparent_render_target = true;
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);