### 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

_
GLuint vertex_array = 0;
		GLuint index_buffer = 0;
		int sdf_point_count = 0;
		int sdf_index_count = 0;
		GLuint sdf_vertex_buffer = 0;
		GLuint sdf_vertex_array = 0;
		GLuint sdf_index_buffer = 0;
		bool sdf_is_lines = false;
	};
	RID_Owner<OccluderPolygon> occluder_polygon_owner;
	void _update_shadow_atlas();
	struct {
		CanvasOcclusionShaderGLES3 shader;
		RID shader_version;
	} shadow_render;
	struct LightUniform {
		float matrix[8]; 
		float shadow_matrix[8]; 
		float color[4];
		uint8_t shadow_color[4];
		uint32_t flags; 
		float shadow_pixel_size;
		float height;
		float position[2];
		float shadow_z_far_inv;
		float shadow_y_ofs;
		float atlas_rect[4];
	};
public:
	enum {