### Godot version

4.2 dev 2

### System information

Windows 10 Godot Engine v4.2.dev2.mono.official.da81ca62a - https://godotengine.org OpenGL API 3.3.0 NVIDIA 536.67 - Compatibility - Using Device: NVIDIA - NVIDIA GeForce GTX 980 Ti

### Issue description

If you have multiple openxr action sets it will fail to load all of the action sets after the first one loaded

### Steps to reproduce

Have multiple openxr action sets

### Minimal reproduction project

N/A
ERR_FAIL_NULL_V(supported_swapchain_formats, false);
	for (uint32_t i = 0; i < num_swapchain_formats; i++) {
		if (supported_swapchain_formats[i] == p_swapchain_format) {
			return true;
		}
	}
	return false;
}
bool OpenXRAPI::create_swapchains() {
	ERR_FAIL_NULL_V(graphics_extension, false);
	ERR_FAIL_COND_V(session == XR_NULL_HANDLE, false);
	/*
		TODO: We need to improve on this, for now we're taking our old approach of creating our main swapchains and substituting
		those for the ones Godot normally creates.
		This however means we can only use swapchains for our main XR view.
		It would have been nicer if we could override the swapchain creation in Godot with ours but we have a timing issue here.
		We can't create XR swapchains until after our XR session is fully instantiated, yet Godot creates its swapchain much earlier.
		Also Godot only creates a swapchain for the main output.
		OpenXR will require us to create swapchains as the render target for additional viewports if we want to use the layer system
		to optimize text rendering and background rendering as OpenXR may choose to reuse the results for reprojection while we're
		already rendering the next frame.
		Finally an area we need to expand upon is that Foveated rendering is only enabled for the swap chain we create,
		as we render 3D content into internal buffers that are copied into the swapchain, we do now have (basic) VRS support