### Godot version

4.0.3-stable

### System information

Windows 10

### Issue description

In some projects ViewportTexture remains pink and doesn't render viewport content after upgrading from 4.0.2-stable to 4.0.3-stable. If a pair of files viewport.h/viewport.cpp are downgraded back to what they were in 4.0.2-stable, problem goes away.

This is how it looks in 4.0.3-stable:
![4 0 3_stable_viewport_4 0 3](https://github.com/godotengine/godot/assets/1449921/44c191a9-4b67-4b02-90b6-4ab615f62a73)

And this is how it looks if viewport.h/viewport.cpp are downgraded back to what they were in 4.0.2-stable.
![4 0 3_stable_viewport_4 0 2](https://github.com/godotengine/godot/assets/1449921/f5abc605-f129-4222-9c0e-e9a07621dd9d)



### Steps to reproduce

Unfortunately, I cannot come up wit a simple demo project reproducing the problem. It exists in some projects and doesn't exist in others.


### Minimal reproduction project

Cannot produce a simple project reproducing the problem. In simple projects it works fine.
Transform3D object_transform = p_object->get_global_transform();
	Transform3D camera_transform = p_camera->get_global_transform();
	ObjectID id = p_object->get_instance_id();
	
	if (object_transform == physics_last_object_transform && camera_transform == physics_last_camera_transform && physics_last_id == id) {
		Ref<InputEventMouseMotion> mm = p_input_event;
		if (mm.is_valid() && mm->get_device() == InputEvent::DEVICE_ID_INTERNAL) {
			return; 
		}
	}
	p_object->_input_event_call(camera_3d, p_input_event, p_pos, p_normal, p_shape);
	physics_last_object_transform = object_transform;
	physics_last_camera_transform = camera_transform;
	physics_last_id = id;
}
Camera3D *Viewport::get_camera_3d() const {