### Godot version

4.0.2.stable.official

### System information

Windows 10, NVIDIA GeForce RTX 2080 SUPER, Driver 516.94, Vulkan backend

### Issue description

When referencing a built-in matrix (MODEL_MATRIX, VIEW_MATRIX...) within the light() function of a spatial shader, these errors are thrown per renderer:

Forward+:
```
-   servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp:171 - Condition "!shader_singleton->shader.version_is_valid(version)" is true.
```
Mobile:
```
-   servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp:182 - Condition "!shader_singleton->shader.version_is_valid(version)" is true.
```
Compatibility (MODEL_MATRIX is referenced):
```
-  drivers/gles3/shader_gles3.cpp:242 - SceneShaderGLES3: Fragment shader compilation failed:
-   0(521) : error C1503: undefined variable "model_matrix"
-   drivers/gles3/shader_gles3.cpp:342 - Method/function failed.
```

The shader displays a fallback instead of what's written. This can be avoided by defining a variable that is identical to the matrix and referencing that instead:

```
shader_type spatial;

varying mat4 mdlMtx;

void vertex() {
	mdlMtx = MODEL_MATRIX;
}

void light() {
	mdlMtx; // works
//	MODEL_MATRIX; // doesn't work
}
```


### Steps to reproduce

In a spatial shader, reference any built-in matrix within the light function:

```
shader_type spatial;

void light() {
	DIFFUSE_LIGHT += ATTENUATION; // lighting that should be displayed
	MODEL_MATRIX; // breaks the shader, displays a fallback
}
```

### Minimal reproduction project

[issue_light_matrices.zip](https://github.com/godotengine/godot/files/11356572/issue_light_matrices.zip)

RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[i][cull];
		for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
			RD::RenderPrimitive primitive_rd_table[RS::PRIMITIVE_MAX] = {
				RD::RENDER_PRIMITIVE_POINTS,
				RD::RENDER_PRIMITIVE_LINES,
				RD::RENDER_PRIMITIVE_LINESTRIPS,
				RD::RENDER_PRIMITIVE_TRIANGLES,
				RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
			};
			RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j];
			for (int k = 0; k < SHADER_VERSION_MAX; k++) {
				if (!static_cast<SceneShaderForwardMobile *>(singleton)->shader.is_variant_enabled(k)) {
					continue;
				}
				RD::PipelineRasterizationState raster_state;
				raster_state.cull_mode = cull_mode_rd;
				raster_state.wireframe = wireframe;
				RD::PipelineColorBlendState blend_state;
				RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
				RD::PipelineMultisampleState multisample_state;
				if (uses_alpha || uses_blend_alpha) {
					
					if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
						multisample_state.enable_alpha_to_coverage = true;
					} else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
						multisample_state.enable_alpha_to_coverage = true;
						multisample_state.enable_alpha_to_one = true;
					}
					if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_MULTIVIEW || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS_MULTIVIEW) {
						blend_state = blend_state_blend;