### 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
uv_menu->get_popup()->add_item(TTR("Clear UV"), UVEDIT_UV_CLEAR);
	uv_menu->get_popup()->add_separator();
	uv_menu->get_popup()->add_item(TTR("Grid Settings"), UVEDIT_GRID_SETTINGS);
	uv_menu->get_popup()->connect("id_pressed", callable_mp(this, &Polygon2DEditor::_menu_option));
	uv_mode_hb->add_child(memnew(VSeparator));
	b_snap_enable = memnew(Button);
	b_snap_enable->set_flat(true);
	uv_mode_hb->add_child(b_snap_enable);
	b_snap_enable->set_text(TTR("Snap"));
	b_snap_enable->set_focus_mode(FOCUS_NONE);
	b_snap_enable->set_toggle_mode(true);
	b_snap_enable->set_pressed(use_snap);
	b_snap_enable->set_tooltip_text(TTR("Enable Snap"));
	b_snap_enable->connect("toggled", callable_mp(this, &Polygon2DEditor::_set_use_snap));
	b_snap_grid = memnew(Button);
	b_snap_grid->set_flat(true);
	uv_mode_hb->add_child(b_snap_grid);
	b_snap_grid->set_text(TTR("Grid"));
	b_snap_grid->set_focus_mode(FOCUS_NONE);
	b_snap_grid->set_toggle_mode(true);
	b_snap_grid->set_pressed(snap_show_grid);
	b_snap_grid->set_tooltip_text(TTR("Show Grid"));
	b_snap_grid->connect("toggled", callable_mp(this, &Polygon2DEditor::_set_show_grid));
	grid_settings = memnew(AcceptDialog);
	grid_settings->set_title(TTR("Configure Grid:"));
	add_child(grid_settings);
	VBoxContainer *grid_settings_vb = memnew(VBoxContainer);
	grid_settings->add_child(grid_settings_vb);
	SpinBox *sb_off_x = memnew(SpinBox);
	sb_off_x->set_min(-256);