### 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 shape;
}
void TouchScreenButton::set_shape_centered(bool p_shape_centered) {
	shape_centered = p_shape_centered;
	queue_redraw();
}
bool TouchScreenButton::is_shape_visible() const {
	return shape_visible;
}
void TouchScreenButton::set_shape_visible(bool p_shape_visible) {
	shape_visible = p_shape_visible;
	queue_redraw();
}
bool TouchScreenButton::is_shape_centered() const {
	return shape_centered;
}
void TouchScreenButton::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_DRAW: {
			if (!is_inside_tree()) {
				return;
			}
			if (!Engine::get_singleton()->is_editor_hint() && !DisplayServer::get_singleton()->is_touchscreen_available() && visibility == VISIBILITY_TOUCHSCREEN_ONLY) {
				return;
			}
			if (finger_pressed != -1) {
				if (texture_pressed.is_valid()) {