### 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
undo_redo->add_undo_method(node, "set_polygon", uv_create_poly_prev);
							undo_redo->add_do_method(node, "set_internal_vertex_count", 0);
							undo_redo->add_undo_method(node, "set_internal_vertex_count", uv_create_prev_internal_vertices);
							undo_redo->add_do_method(node, "set_vertex_colors", Vector<Color>());
							undo_redo->add_undo_method(node, "set_vertex_colors", uv_create_colors_prev);
							undo_redo->add_do_method(node, "clear_bones");
							undo_redo->add_undo_method(node, "_set_bones", uv_create_bones_prev);
							undo_redo->add_do_method(this, "_update_polygon_editing_state");
							undo_redo->add_undo_method(this, "_update_polygon_editing_state");
							undo_redo->add_do_method(uv_edit_draw, "queue_redraw");
							undo_redo->add_undo_method(uv_edit_draw, "queue_redraw");
							undo_redo->commit_action();
							uv_drag = false;
							uv_create = false;
							_uv_mode(UV_MODE_EDIT_POINT);
							_menu_option(MODE_EDIT);
						} else {
							points_prev.push_back(tuv);
							point_drag_index = points_prev.size() - 1;
							uv_drag_from = tuv;
						}
						node->set_polygon(points_prev);
						node->set_uv(points_prev);
					}
					CanvasItemEditor::get_singleton()->update_viewport();
				}
				if (uv_move_current == UV_MODE_CREATE_INTERNAL) {
					uv_create_uv_prev = node->get_uv();
					uv_create_poly_prev = node->get_polygon();
					uv_create_colors_prev = node->get_vertex_colors();