### 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

_
if (state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used < RSG::rasterizer->get_frame_number() - 2) {
#ifndef WEB_ENABLED
				
				glClientWaitSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence, 0, 100000000); 
#endif
				state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used = RSG::rasterizer->get_frame_number();
				glDeleteSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence);
				state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = GLsync();
			} else {
				
				
				_allocate_instance_data_buffer();
			}
		} else {
			
			state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used = RSG::rasterizer->get_frame_number();
			glDeleteSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence);
			state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = GLsync();
		}
	}
	
	uint32_t light_count = 0;
	uint32_t directional_light_count = 0;
	{
		Light *l = p_directional_light_list;
		uint32_t index = 0;
		while (l) {
			if (index == data.max_lights_per_render) {
				l->render_index_cache = -1;