### 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)

Control *mouse_focus = nullptr;
		Control *last_mouse_focus = nullptr;
		Control *mouse_click_grabber = nullptr;
		BitField<MouseButtonMask> mouse_focus_mask;
		Control *key_focus = nullptr;
		Control *mouse_over = nullptr;
		Control *drag_mouse_over = nullptr;
		Vector2 drag_mouse_over_pos;
		Control *tooltip_control = nullptr;
		Window *tooltip_popup = nullptr;
		Label *tooltip_label = nullptr;
		Point2 tooltip_pos;
		Point2 last_mouse_pos;
		Point2 drag_accum;
		bool drag_attempted = false;
		Variant drag_data;
		ObjectID drag_preview_id;
		Ref<SceneTreeTimer> tooltip_timer;
		double tooltip_delay = 0.0;
		bool roots_order_dirty = false;
		List<Control *> roots;
		HashSet<ObjectID> canvas_parents_with_dirty_order;
		int canvas_sort_index = 0; 
		bool dragging = false;
		bool drag_successful = false;
		bool embed_subwindows_hint = false;
		Window *subwindow_focused = nullptr;
		Window *currently_dragged_subwindow = nullptr;
		SubWindowDrag subwindow_drag = SUB_WINDOW_DRAG_DISABLED;
		Vector2 subwindow_drag_from;