In response to your comment.. these were my steps.
![enter image description here](https://cdn.statically.io/img/i.sstatic.net/aRdIO.png)
- (1) Mute all the modifiers, to see what basic geometry we have.
- (2) Note that the geometry is on both sides of the symmetry lines. A Mirror modifier reflects both ways across it, unless 'Bisect' is checked, so this will result in overlapping geometry.
- (2, cont.) Attempt to Alt select the edge-loops at 12 and 6 o'clock. This fails to select all the way round, on good-looking topology, arousing suspicions. Tweak and drop the vertices where the loop selection stops, find duplicate vertices.
- (2, cont.) See if M Merge > 'By Distance' gets rid of the vertices. Info bar tells me 43 vertices removed, loop-selection now works. H hide a few faces in Edit Mode to check for internal/duplicate faces, etc. Seems OK.
- (3) OK. - V rip the edge-loop selection, and drag left...
![enter image description here](https://cdn.statically.io/img/i.sstatic.net/hDdfs.png)
- (4) Do the same with a loop-selection at 3 o'clock, dragging down. L hover over the mesh-islands to select, and delete, leaving 1/4 of the mesh.
- (5) Switch on 'Axes' in Object tab, Viewport Display panel, to see the orientation of the object. X,Y,Z uneven. Inspect Object Scale in the properties panel. Note non-uniform object-level scale. No. This can have undesirable side-effects. (Always scale in Edit Mode, while modelling). Ctrl A > Apply scale, to correct.
- (6) Seems clean. OK. Mirror in X and Y, and Subdivide.
The only concern left is that the radial loops in the circle are not evenly distributed. Looking out for uneven shading / apparent curvature under subdivision. However, when shaded, looks perfectly acceptable. But may have to bear this in mind if fitting other circles to this one.
![enter image description here](https://cdn.statically.io/img/i.sstatic.net/wxnEv.png)