### Godot version

4.0.3, 4.1.dev 4 [5c2295ff5]

### System information

Godot v4.1.dev (5c2295ff5) - Garuda Linux ZEN SMP PREEMPT_DYNAMIC Wed, 24 May 2023 17:43:43 +0000 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU () - 11th Gen Intel(R) Core(TM) i5-11400H @ 2.70GHz (12 Threads)

### Issue description

In Godot 3, Polygon2D UV editor followed the texture's filer parameters, making it easy to edit polygons for pixelart sprites.
![image](https://github.com/godotengine/godot/assets/71876471/c814ac20-23d5-4f44-b124-a6e915e9e878)
However, the same doesn't happen in Godot 4, where the expected result is the `texture_filter` parameter of `Polygon2D` node being respected. Instead, a linear filter is used. Project defaults are ignored, too. 
![image](https://github.com/godotengine/godot/assets/71876471/3c7b23e6-a85d-432f-95c0-e6cbf898c9c0)

### Possible fix
It seems to be fixable by adding `uv_edit_draw->set_texture_filter(node->get_texture_filter_in_tree());` to `Polygon2DEditor::_menu_option` function in `editor/plugins/polygon_2d_editor_plugin.cpp.` That way, the window's texture filter is set accordingly every time a polygon is being edited. However, I'm not experienced enough in C++ to consider this fix safe and clean. 

I used `get_texture_filter_in_tree()` instead of `get_texture_filter` to account for `TEXTURE_FILTER_PARENT_NODE`. 

### Steps to reproduce

1. Add a Polygon2D node and assign a pixelart texture to it. This lock can be used as a reference. 
![lock](https://github.com/godotengine/godot/assets/71876471/984f06d4-935a-4a3c-a7dd-2e6456267c87)
2. Set the node's Texture filter to "Nearest".
3. Open the UV editor of that node and behold the blurred version of the sprite.

### Minimal reproduction project

N/A
Vector<float> painted_weights = node->get_bone_weights(bone_painting_bone);
				{
					int pc = painted_weights.size();
					real_t amount = bone_paint_strength->get_value();
					real_t radius = bone_paint_radius->get_value() * EDSCALE;
					if (uv_mode == UV_MODE_CLEAR_WEIGHT) {
						amount = -amount;
					}
					float *w = painted_weights.ptrw();
					const float *r = prev_weights.ptr();
					const Vector2 *rv = points_prev.ptr();
					for (int i = 0; i < pc; i++) {
						if (mtx.xform(rv[i]).distance_to(bone_paint_pos) < radius) {
							w[i] = CLAMP(r[i] + amount, 0, 1);
						}
					}
				}
				node->set_bone_weights(bone_painting_bone, painted_weights);
			}
			uv_edit_draw->queue_redraw();
			CanvasItemEditor::get_singleton()->update_viewport();
		} else if (polygon_create.size()) {
			uv_create_to = mtx.affine_inverse().xform(mm->get_position());
			uv_edit_draw->queue_redraw();
		} else if (uv_mode == UV_MODE_PAINT_WEIGHT || uv_mode == UV_MODE_CLEAR_WEIGHT) {
			bone_paint_pos = mm->get_position();
			uv_edit_draw->queue_redraw();
		}
	}
	Ref<InputEventMagnifyGesture> magnify_gesture = p_input;