### 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
switch (p_what) {
		case NOTIFICATION_ENTER_TREE:
		case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
			uv_panner->setup((ViewPanner::ControlScheme)EDITOR_GET("editors/panning/sub_editors_panning_scheme").operator int(), ED_GET_SHORTCUT("canvas_item_editor/pan_view"), bool(EDITOR_GET("editors/panning/simple_panning")));
		} break;
		case NOTIFICATION_READY: {
			button_uv->set_icon(get_theme_icon(SNAME("Uv"), SNAME("EditorIcons")));
			uv_button[UV_MODE_CREATE]->set_icon(get_theme_icon(SNAME("Edit"), SNAME("EditorIcons")));
			uv_button[UV_MODE_CREATE_INTERNAL]->set_icon(get_theme_icon(SNAME("EditInternal"), SNAME("EditorIcons")));
			uv_button[UV_MODE_REMOVE_INTERNAL]->set_icon(get_theme_icon(SNAME("RemoveInternal"), SNAME("EditorIcons")));
			uv_button[UV_MODE_EDIT_POINT]->set_icon(get_theme_icon(SNAME("ToolSelect"), SNAME("EditorIcons")));
			uv_button[UV_MODE_MOVE]->set_icon(get_theme_icon(SNAME("ToolMove"), SNAME("EditorIcons")));
			uv_button[UV_MODE_ROTATE]->set_icon(get_theme_icon(SNAME("ToolRotate"), SNAME("EditorIcons")));
			uv_button[UV_MODE_SCALE]->set_icon(get_theme_icon(SNAME("ToolScale"), SNAME("EditorIcons")));
			uv_button[UV_MODE_ADD_POLYGON]->set_icon(get_theme_icon(SNAME("Edit"), SNAME("EditorIcons")));
			uv_button[UV_MODE_REMOVE_POLYGON]->set_icon(get_theme_icon(SNAME("Close"), SNAME("EditorIcons")));
			uv_button[UV_MODE_PAINT_WEIGHT]->set_icon(get_theme_icon(SNAME("Bucket"), SNAME("EditorIcons")));
			uv_button[UV_MODE_CLEAR_WEIGHT]->set_icon(get_theme_icon(SNAME("Clear"), SNAME("EditorIcons")));
			b_snap_grid->set_icon(get_theme_icon(SNAME("Grid"), SNAME("EditorIcons")));
			b_snap_enable->set_icon(get_theme_icon(SNAME("SnapGrid"), SNAME("EditorIcons")));
			uv_icon_zoom->set_texture(get_theme_icon(SNAME("Zoom"), SNAME("EditorIcons")));
			uv_vscroll->set_anchors_and_offsets_preset(PRESET_RIGHT_WIDE);
			uv_hscroll->set_anchors_and_offsets_preset(PRESET_BOTTOM_WIDE);
			[[fallthrough]];
		}
		case NOTIFICATION_THEME_CHANGED: {
			uv_edit_draw->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Tree")));
			bone_scroll->add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Tree")));
		} break;
		case NOTIFICATION_VISIBILITY_CHANGED: {