### Godot version

v4.0.beta17.official [c40020513]

### System information

Windows 11, OpenGL (Compatibility), RTX 2060 (31.0.15.2824)

### Issue description

I tried to make a blurred panel for a ui element with texturelod via shader:

```glsl
shader_type canvas_item;

uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap_anisotropic;
uniform float blur_amount : hint_range(0.0, 5.0);

void fragment() {
	vec4 blurred = textureLod(SCREEN_TEXTURE, SCREEN_UV, blur_amount);
	COLOR = blurred;
}
```

but what I got instead is this:
![image](https://user-images.githubusercontent.com/72286622/217170426-49f6712d-47ef-4c53-b9f1-30d8ad868084.png)

vulkan renderer does not exhibit this issue:
![image](https://user-images.githubusercontent.com/72286622/217170565-a013c712-94f6-49d1-b9ec-091c28a7790b.png)


### Steps to reproduce

1. Add a TextureRect node
2. Add a Panel node to overlay the previously added node
3. Apply the blur shader to the panel node

### Minimal reproduction project

N/A
Texture texture;
	texture.active = true;
	texture.is_external = true;
	texture.type = p_type;
	switch (p_type) {
		case Texture::TYPE_2D: {
			texture.target = GL_TEXTURE_2D;
		} break;
		case Texture::TYPE_3D: {
			texture.target = GL_TEXTURE_3D;
		} break;
		case Texture::TYPE_LAYERED: {
			texture.target = GL_TEXTURE_2D_ARRAY;
		} break;
	}
	texture.real_format = texture.format = p_format;
	texture.tex_id = p_image;
	texture.alloc_width = texture.width = p_width;
	texture.alloc_height = texture.height = p_height;
	texture.depth = p_depth;
	texture.layers = p_layers;
	texture.layered_type = p_layered_type;
	return texture_owner.make_rid(texture);
}
void TextureStorage::texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer) {