### 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)

if (gui.sub_windows.size() < 2) {
		return;
	}
	if (!gui.sub_windows[gui.sub_windows.size() - 1].window->get_flag(Window::FLAG_ALWAYS_ON_TOP)) {
		int index = gui.sub_windows.size() - 1;
		while (index > 0 && gui.sub_windows[index - 1].window->get_flag(Window::FLAG_ALWAYS_ON_TOP)) {
			--index;
		}
		if (index != (gui.sub_windows.size() - 1)) {
			SubWindow sw = gui.sub_windows[gui.sub_windows.size() - 1];
			gui.sub_windows.remove_at(gui.sub_windows.size() - 1);
			gui.sub_windows.insert(index, sw);
		}
	}
	for (int i = 0; i < gui.sub_windows.size(); i++) {
		RS::get_singleton()->canvas_item_set_draw_index(gui.sub_windows[i].canvas_item, i);
	}
}
void Viewport::_sub_window_register(Window *p_window) {