### 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_READ_THREAD_GUARD_V(Size2());
	return _get_size();
}
void SubViewport::set_size_2d_override(const Size2i &p_size) {
	ERR_MAIN_THREAD_GUARD;
	_set_size(_get_size(), p_size, true);
}
Size2i SubViewport::get_size_2d_override() const {
	ERR_READ_THREAD_GUARD_V(Size2i());
	return _get_size_2d_override();
}
void SubViewport::set_size_2d_override_stretch(bool p_enable) {
	ERR_MAIN_THREAD_GUARD;
	if (p_enable == size_2d_override_stretch) {
		return;
	}
	size_2d_override_stretch = p_enable;
	_set_size(_get_size(), _get_size_2d_override(), true);
}
bool SubViewport::is_size_2d_override_stretch_enabled() const {