### Godot version

v4.1.beta1.official [828ec2c5d]

### System information

Godot v4.1.beta1 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 30.0.14.7247) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)

### Issue description

Converting a project from Godot 3.5 to Godot 4.1 fails to convert the texture references on TouchScreenButton nodes. Before, my TouchScreenButton scene has a Normal and a Pressed texture assigned; after, the scene has no textures assigned!

This seems to be because the converter fails to update the TouchScreenButton node's `normal` and `pressed` properties to `texture_normal` and `texture_pressed`.

Expected behavior is, of course, that the textures convert properly.

### Steps to reproduce

1. Open repro project in Godot 3.5.*. Observe the graphics on the button in `TouchScreenButton.tscn`.
2. Convert the project to Godot 4.1.*. Observe the lack of graphics on the same button.

### Minimal reproduction project

[GD4 Touch Button Convert.zip](https://github.com/godotengine/godot/files/11928549/GD4.Touch.Button.Convert.zip)

return texture_pressed;
}
void TouchScreenButton::set_bitmask(const Ref<BitMap> &p_bitmask) {
	bitmask = p_bitmask;
}
Ref<BitMap> TouchScreenButton::get_bitmask() const {
	return bitmask;
}
void TouchScreenButton::set_shape(const Ref<Shape2D> &p_shape) {
	if (shape == p_shape) {
		return;
	}
	if (shape.is_valid()) {
		shape->disconnect("changed", callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
	}
	shape = p_shape;
	if (shape.is_valid()) {
		shape->connect("changed", callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
	}
	queue_redraw();
}
Ref<Shape2D> TouchScreenButton::get_shape() const {