### 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
_cancel_editing();
			if (bone_painting) {
				node->set_bone_weights(bone_painting_bone, prev_weights);
			}
			uv_edit_draw->queue_redraw();
		}
	}
	Ref<InputEventMouseMotion> mm = p_input;
	if (mm.is_valid()) {
		if (uv_drag) {
			Vector2 uv_drag_to = mm->get_position();
			uv_drag_to = snap_point(uv_drag_to); /
			Vector2 drag = mtx.affine_inverse().xform(uv_drag_to) - mtx.affine_inverse().xform(uv_drag_from);
			switch (uv_move_current) {
				case UV_MODE_CREATE: {
					if (uv_create) {
						uv_create_to = mtx.affine_inverse().xform(snap_point(mm->get_position()));
					}
				} break;
				case UV_MODE_EDIT_POINT: {
					Vector<Vector2> uv_new = points_prev;
					uv_new.set(point_drag_index, uv_new[point_drag_index] + drag);
					if (uv_edit_mode[0]->is_pressed()) { /
						node->set_uv(uv_new);
					} else if (uv_edit_mode[1]->is_pressed()) { /
						node->set_polygon(uv_new);
					}
				} break;
				case UV_MODE_MOVE: {
					Vector<Vector2> uv_new = points_prev;