### 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

_
material_storage->shader_initialize(default_clip_children_shader);
		material_storage->shader_set_code(default_clip_children_shader, R"(
// Default clip children shader.
shader_type canvas_item;
render_mode unshaded;
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
void fragment() {
	vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
	COLOR.rgb = c.rgb;
}
)");
		default_clip_children_material = material_storage->material_allocate();
		material_storage->material_initialize(default_clip_children_material);
		material_storage->material_set_shader(default_clip_children_material, default_clip_children_shader);
	}
	default_canvas_texture = texture_storage->canvas_texture_allocate();
	texture_storage->canvas_texture_initialize(default_canvas_texture);
	state.time = 0.0;
}
RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
	singleton = nullptr;
	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
	material_storage->shaders.canvas_shader.version_free(data.canvas_shader_default_version);
	shadow_render.shader.version_free(shadow_render.shader_version);
	material_storage->material_free(default_canvas_group_material);
	material_storage->shader_free(default_canvas_group_shader);
	material_storage->material_free(default_clip_children_material);
	material_storage->shader_free(default_clip_children_shader);
	singleton = nullptr;
	glDeleteBuffers(1, &data.canvas_quad_vertices);