### 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)

finger_pressed = -1;
	if (action != StringName()) {
		Input::get_singleton()->action_release(action);
		if (!p_exiting_tree) {
			Ref<InputEventAction> iea;
			iea.instantiate();
			iea->set_action(action);
			iea->set_pressed(false);
			get_viewport()->push_input(iea, true);
		}
	}
	if (!p_exiting_tree) {
		emit_signal(SNAME("released"));
		queue_redraw();
	}
}
#ifdef TOOLS_ENABLED
Rect2 TouchScreenButton::_edit_get_rect() const {
	if (texture_normal.is_null()) {
		return CanvasItem::_edit_get_rect();
	}
	return Rect2(Size2(), texture_normal->get_size());
}
bool TouchScreenButton::_edit_use_rect() const {
	return !texture_normal.is_null();
}
#endif
Rect2 TouchScreenButton::get_anchorable_rect() const {