### Godot version

v4.1.dev.custom_build [18112ba36]

### System information

Linux Mint 21.1, NVIDIA GeForce GTX 1050 Ti,  Vulkan API 1.3.205

### Issue description

This is a regression from #64388. 

Textures seem to be used differently in 2D and 3D. They are rendered using the `RID` in 3D, and changing the `viewport_path` will cause the `RID` to change.

https://github.com/godotengine/godot/assets/30386067/ad393fe8-50c1-4a89-870d-58d4e224bcc6


### Steps to reproduce

1. Download and import MRP.
2. Open 1.tscn, and try to switch the `viewport_path` of the `MeshInstance3D:mesh:material:albedo_texture` in the MeshInstance3D node.
3. After switching, the MeshInstance3D is rendered as white in the editor;
4. Close and then reopen 1.tscn.

### Minimal reproduction project

[ViewportTexture-change-viewport_path.zip](https://github.com/godotengine/godot/files/11509010/ViewportTexture-change-viewport_path.zip)

Control *over = nullptr;
		if (gui.mouse_in_viewport) {
			over = gui_find_control(mpos);
		}
		if (over != gui.mouse_over) {
			_drop_mouse_over();
			_gui_cancel_tooltip();
			if (over) {
				if (!gui.mouse_over) {
					_drop_physics_mouseover();
				}
				_gui_call_notification(over, Control::NOTIFICATION_MOUSE_ENTER);
				gui.mouse_over = over;
			}
		}
		if (gui.mouse_focus) {
			over = gui.mouse_focus;
		}
		DisplayServer::CursorShape ds_cursor_shape = (DisplayServer::CursorShape)Input::get_singleton()->get_default_cursor_shape();
		if (over) {
			Transform2D localizer = over->get_global_transform_with_canvas().affine_inverse();
			Size2 pos = localizer.xform(mpos);
			Vector2 velocity = localizer.basis_xform(mm->get_velocity());
			Vector2 rel = localizer.basis_xform(mm->get_relative());
			mm = mm->xformed_by(Transform2D()); 
			mm->set_global_position(mpos);
			mm->set_velocity(velocity);
			mm->set_relative(rel);
			if (mm->get_button_mask().is_empty()) {