### 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_owner.get_or_null(p_texture);
	ERR_FAIL_COND_V(!texture, 0);
	return texture->height;
}
uint32_t TextureStorage::texture_get_depth(RID p_texture) const {
	Texture *texture = texture_owner.get_or_null(p_texture);
	ERR_FAIL_COND_V(!texture, 0);
	return texture->depth;
}
void TextureStorage::texture_bind(RID p_texture, uint32_t p_texture_no) {
	Texture *texture = texture_owner.get_or_null(p_texture);
	ERR_FAIL_COND(!texture);
	glActiveTexture(GL_TEXTURE0 + p_texture_no);
	glBindTexture(texture->target, texture->tex_id);
}
void TextureStorage::texture_add_to_texture_atlas(RID p_texture) {
	if (!texture_atlas.textures.has(p_texture)) {
		TextureAtlas::Texture t;
		t.users = 1;
		texture_atlas.textures[p_texture] = t;
		texture_atlas.dirty = true;
	} else {
		TextureAtlas::Texture *t = texture_atlas.textures.getptr(p_texture);
		t->users++;
	}
}
void TextureStorage::texture_remove_from_texture_atlas(RID p_texture) {