### Godot version

v4.1.beta1.official [828ec2c5d]

### System information

Windows 11 Home, v4.1.beta1.official [828ec2c5d], All Renderers, NVidia GeForce RTX 3060 Ti,  Drivers 535.98

### Issue description

When enabling the "Y Sort Enabled" ordering method for a Sprite2D, the sprite will be rendered entirely black.

![grafik](https://github.com/godotengine/godot/assets/29011290/6fa4da16-d9a5-4c3b-a9e4-c1bba53c2183)
![grafik](https://github.com/godotengine/godot/assets/29011290/cbf499ae-f3f7-4c07-98b2-a1a667d810c2)


### Steps to reproduce

Simply create a Sprite2D Node, assign any texture to it and activate Y-Sorting

### Minimal reproduction project

[GDB_4.1_ysort.zip](https://github.com/godotengine/godot/files/11704361/GDB_4.1_ysort.zip)

RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
	ERR_FAIL_COND(!clight);
	clight->directional_distance = p_distance;
}
void RendererCanvasCull::canvas_light_set_blend_mode(RID p_light, RS::CanvasLightBlendMode p_mode) {
	RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
	ERR_FAIL_COND(!clight);
	clight->blend_mode = p_mode;
}
void RendererCanvasCull::canvas_light_set_shadow_enabled(RID p_light, bool p_enabled) {
	RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
	ERR_FAIL_COND(!clight);
	if (clight->use_shadow == p_enabled) {
		return;
	}
	clight->use_shadow = p_enabled;
	clight->version++;
	RSG::canvas_render->light_set_use_shadow(clight->light_internal, clight->use_shadow);
}
void RendererCanvasCull::canvas_light_set_shadow_filter(RID p_light, RS::CanvasLightShadowFilter p_filter) {
	RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
	ERR_FAIL_COND(!clight);
	clight->shadow_filter = p_filter;
}
void RendererCanvasCull::canvas_light_set_shadow_color(RID p_light, const Color &p_color) {
	RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
	ERR_FAIL_COND(!clight);
	clight->shadow_color = p_color;
}
void RendererCanvasCull::canvas_light_set_shadow_smooth(RID p_light, float p_smooth) {