### 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
last_cell = cell;
				}
				if (last_cell != cell) {
					uv_edit_draw->draw_line(Point2(0, i), Point2(s.width, i), grid_color, Math::round(EDSCALE));
				}
				last_cell = cell;
			}
		}
	}
	Array polygons = node->get_polygons();
	Vector<Vector2> uvs;
	if (uv_edit_mode[0]->is_pressed()) { /
		uvs = node->get_uv();
	} else { /
		uvs = node->get_polygon();
	}
	const float *weight_r = nullptr;
	if (uv_edit_mode[3]->is_pressed()) {
		int bone_selected = -1;
		for (int i = 0; i < bone_scroll_vb->get_child_count(); i++) {
			CheckBox *c = Object::cast_to<CheckBox>(bone_scroll_vb->get_child(i));
			if (c && c->is_pressed()) {
				bone_selected = i;
				break;
			}
		}
		if (bone_selected != -1 && node->get_bone_weights(bone_selected).size() == uvs.size()) {
			weight_r = node->get_bone_weights(bone_selected).ptr();
		}
	}