### 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 (instance_uses_color || instance_uses_custom_data) {
						glEnableVertexAttribArray(5);
						glVertexAttribIPointer(5, 4, GL_UNSIGNED_INT, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(instance_color_offset * sizeof(float)));
						glVertexAttribDivisor(5, 1);
					}
				}
				GLenum primitive_gl = prim[int(primitive)];
				if (use_index_buffer) {
					glDrawElementsInstanced(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), mesh_storage->mesh_surface_get_index_type(surface), 0, instance_count);
				} else {
					glDrawArraysInstanced(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), instance_count);
				}
				glBindBuffer(GL_ARRAY_BUFFER, 0);
				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
				if (use_instancing) {
					glDisableVertexAttribArray(5);
					glDisableVertexAttribArray(6);
					glDisableVertexAttribArray(7);
					glDisableVertexAttribArray(8);
				}
			}
		} break;
		case Item::Command::TYPE_TRANSFORM:
		case Item::Command::TYPE_CLIP_IGNORE:
		case Item::Command::TYPE_ANIMATION_SLICE: {
			
		} break;
	}
}
void RasterizerCanvasGLES3::_add_to_batch(uint32_t &r_index, bool &r_batch_broken) {