### Godot version

v4.1.dev.custom_build [18112ba36]

### System information

Linux Mint 21.1, NVIDIA GeForce GTX 1050 Ti,  Vulkan API 1.3.205

### Issue description

This is a regression from #64388. 

Textures seem to be used differently in 2D and 3D. They are rendered using the `RID` in 3D, and changing the `viewport_path` will cause the `RID` to change.

https://github.com/godotengine/godot/assets/30386067/ad393fe8-50c1-4a89-870d-58d4e224bcc6


### Steps to reproduce

1. Download and import MRP.
2. Open 1.tscn, and try to switch the `viewport_path` of the `MeshInstance3D:mesh:material:albedo_texture` in the MeshInstance3D node.
3. After switching, the MeshInstance3D is rendered as white in the editor;
4. Close and then reopen 1.tscn.

### Minimal reproduction project

[ViewportTexture-change-viewport_path.zip](https://github.com/godotengine/godot/files/11509010/ViewportTexture-change-viewport_path.zip)

ERR_MAIN_THREAD_GUARD;
	if (use_taa == p_use_taa) {
		return;
	}
	use_taa = p_use_taa;
	RS::get_singleton()->viewport_set_use_taa(viewport, p_use_taa);
}
bool Viewport::is_using_taa() const {
	ERR_READ_THREAD_GUARD_V(false);
	return use_taa;
}
void Viewport::set_use_debanding(bool p_use_debanding) {
	ERR_MAIN_THREAD_GUARD;
	if (use_debanding == p_use_debanding) {
		return;
	}
	use_debanding = p_use_debanding;
	RS::get_singleton()->viewport_set_use_debanding(viewport, p_use_debanding);
}
bool Viewport::is_using_debanding() const {
	ERR_READ_THREAD_GUARD_V(false);
	return use_debanding;
}
void Viewport::set_mesh_lod_threshold(float p_pixels) {
	ERR_MAIN_THREAD_GUARD;
	mesh_lod_threshold = p_pixels;
	RS::get_singleton()->viewport_set_mesh_lod_threshold(viewport, mesh_lod_threshold);
}
float Viewport::get_mesh_lod_threshold() const {