### Godot version

4.2.dev3

### System information

Godot v4.2.dev3 - Arch Linux #0~20230811.g489fabdc SMP PREEMPT_DYNAMIC Sat Aug 12 02:04:20 UT - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.98) - Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz (8 Threads)

### Issue description

After turning on 2d hdr and font msdf at the same time, there is a problem with ui text rendering.

2d hdr off:
![图片](https://github.com/godotengine/godot/assets/52148221/37074fde-a0ce-4d3f-8bfc-dcf3f910cb12)
2d hdr on:
![图片](https://github.com/godotengine/godot/assets/52148221/b858899c-e08f-4bac-b0d6-4385d9a46114)


### Steps to reproduce

1. Open msdf for default font or custom font.
2. Turn on 2d hdr.
3. Add a Label node and enter text, the text rendering is destroyed.

### Minimal reproduction project

N/A
if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
		return FramebufferCacheRD::get_singleton()->get_cache_multiview(view_count, color_multisample, overridden.color.is_valid() ? overridden.color : color);
	} else {
		return FramebufferCacheRD::get_singleton()->get_cache_multiview(view_count, overridden.color.is_valid() ? overridden.color : color);
	}
}
void TextureStorage::_clear_render_target(RenderTarget *rt) {
	
	rt->overridden.color = RID();
	rt->overridden.depth = RID();
	rt->overridden.velocity = RID();
	rt->overridden.cached_slices.clear(); 
	
	if (rt->framebuffer_uniform_set.is_valid()) {
		rt->framebuffer_uniform_set = RID(); 
	}
	if (rt->color.is_valid()) {
		RD::get_singleton()->free(rt->color);
	}
	rt->color_slices.clear();