### Godot version

v4.0 rc6

### System information

Windows 10

### Issue description

When using a ViewportTexture from a SubViewport on a TextureRect, it throws errors after running the scene once and then switching scenes in the editor.
![Pasted image 20230227212626](https://user-images.githubusercontent.com/44676282/221680047-984fa03e-33d1-4856-9a7f-1700b28423cf.png)


### Steps to reproduce

Run the canvas-scene once.
Switch to another scene in the editor.
Switch back to the canvas-scene

### Minimal reproduction project

[ViewportTextureError.zip](https://github.com/godotengine/godot/files/10844099/ViewportTextureError.zip)

uint32_t hash = hash_murmur3_one_32(get_edited_version());
	List<PropertyInfo> plist;
	get_property_list(&plist);
	for (const PropertyInfo &E : plist) {
		if (E.usage & PROPERTY_USAGE_STORAGE && E.type == Variant::OBJECT && E.hint == PROPERTY_HINT_RESOURCE_TYPE) {
			Ref<Resource> res = get(E.name);
			if (res.is_valid()) {
				hash = hash_murmur3_one_32(res->hash_edited_version(), hash);
			}
		}
	}
	return hash;
}
#endif
void Resource::set_local_to_scene(bool p_enable) {
	local_to_scene = p_enable;
}
bool Resource::is_local_to_scene() const {
	return local_to_scene;
}
Node *Resource::get_local_scene() const {