### Godot version

4.0.3.stable

### System information

Linux - Godot v4.0.3.stable - Vulkan (Forward+)

### Issue description

Disabling the shader pre-processor with `#pragma disable_preprocessor` causes errors to be displayed about built-ins being unknown. However, the shader will correctly compile and function as normal - the error is only in the shader editor.

Example screenshot:
![Screenshot from 2023-06-20 17-55-20](https://github.com/godotengine/godot/assets/19494722/06c9ea85-1e60-4f8c-8630-bbcfd13685c5)


### Steps to reproduce

1. Open project
2. Open `error-example.gdshader` in shader editor
3. Observe error

### Minimal reproduction project

[godot-4-shader-preprocessor-editor-error-minimal-reproduction-project-main.zip](https://github.com/godotengine/godot/files/11804403/godot-4-shader-preprocessor-editor-error-minimal-reproduction-project-main.zip)

Can also be found at: https://github.com/MenacingMecha/godot-4-shader-preprocessor-editor-error-minimal-reproduction-project
String el = p_path.get_extension().to_lower();
	if (el == "gdshader") {
		return "Shader";
	}
	return "";
}
Error ResourceFormatSaverShader::save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags) {
	Ref<Shader> shader = p_resource;
	ERR_FAIL_COND_V(shader.is_null(), ERR_INVALID_PARAMETER);
	String source = shader->get_code();
	Error err;
	Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &err);
	ERR_FAIL_COND_V_MSG(err, err, "Cannot save shader '" + p_path + "'.");
	file->store_string(source);
	if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
		return ERR_CANT_CREATE;
	}
	return OK;
}
void ResourceFormatSaverShader::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const {
	if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
		if (shader->is_text_shader()) {
			p_extensions->push_back("gdshader");
		}
	}
}
bool ResourceFormatSaverShader::recognize(const Ref<Resource> &p_resource) const {
	return p_resource->get_class_name() == "Shader"; 
}