### Godot version

v4.0.beta17.official [c40020513]

### System information

Windows 11, OpenGL (Compatibility), RTX 2060 (31.0.15.2824)

### Issue description

I tried to make a blurred panel for a ui element with texturelod via shader:

```glsl
shader_type canvas_item;

uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap_anisotropic;
uniform float blur_amount : hint_range(0.0, 5.0);

void fragment() {
	vec4 blurred = textureLod(SCREEN_TEXTURE, SCREEN_UV, blur_amount);
	COLOR = blurred;
}
```

but what I got instead is this:
![image](https://user-images.githubusercontent.com/72286622/217170426-49f6712d-47ef-4c53-b9f1-30d8ad868084.png)

vulkan renderer does not exhibit this issue:
![image](https://user-images.githubusercontent.com/72286622/217170565-a013c712-94f6-49d1-b9ec-091c28a7790b.png)


### Steps to reproduce

1. Add a TextureRect node
2. Add a Panel node to overlay the previously added node
3. Apply the blur shader to the panel node

### Minimal reproduction project

N/A
Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
	image->fill(Color(1, 0, 1, 1));
	Vector<Ref<Image>> images;
	if (p_layered_type == RS::TEXTURE_LAYERED_2D_ARRAY) {
		images.push_back(image);
	} else {
		
		for (int i = 0; i < 6; i++) {
			images.push_back(image);
		}
	}
	texture_2d_layered_initialize(p_texture, images, p_layered_type);
}
void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) {
	
	
	Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
	image->fill(Color(1, 0, 1, 1));
	Vector<Ref<Image>> images;
	
	for (int i = 0; i < 4; i++) {
		images.push_back(image);
	}
	texture_3d_initialize(p_texture, Image::FORMAT_RGBA8, 4, 4, 4, false, images);
}
Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {