### Godot version

4.1.stable

### System information

Windows 10 22H2 - GLES3 - GTX 1080 Ti (driver 536.40)

### Issue description

I noticed this bug in the code while debugging #79315, and confirmed the issue with testing. If you take a material using a filtering mode that has anisotropic filtering (eg `RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC` aka "Linear Mipmap Anisotropic") and switch it to a filtering mode that doesn't have anisotropic filtering (eg `RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS` aka "Linear Mipmap"), the anisotropic filtering remains enabled for the texture until it gets reloaded (eg by reloading the scene). I've only tested this in the editor, but this should also apply to games themselves if they change the filtering mode of a texture through code. This issue doesn't occur with the Mobile renderer (and I assume the Forward+ renderer).



### Steps to reproduce

1. View a surface with a material with anisotropic filtering disabled at an angle that you can tell it's disabled.
![no anisotropic](https://github.com/godotengine/godot/assets/607715/4c3f2c68-6284-412c-9adf-625f4c3e2ab6)

2. Switch the filtering mode of the material to one with anisotropic filtering enabled.
![with anisotropic](https://github.com/godotengine/godot/assets/607715/b67e5bb5-68f8-4934-bf0f-35836666724e)

3. Switch the filtering mode of the material back to a mode with anisotropic filtering disabled, and note how the surface still has anisotropic filtering applied.
![bug anisotropic](https://github.com/godotengine/godot/assets/607715/05037b2e-be9f-4351-8a77-b9b73c832696)


### Minimal reproduction project

I used the texture repeat test program from #79315 for the example pictures, so I'll use that as the minimum reproduction: [RepTest.zip](https://github.com/godotengine/godot/files/12011701/RepTest.zip). Just make sure to rotate the camera for the test, as the default position in that project isn't in a good spot for testing anisotropic filtering.
#define _EXT_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4
#define _EXT_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5
#define _EXT_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6
#define _EXT_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7
#define _EXT_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8
#define _EXT_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9
#define _EXT_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA
#define _EXT_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB
#define _EXT_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC
#define _EXT_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD
#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0
#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1
#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2
#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3
#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4
#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5
#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6
#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7
#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8
#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9
#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA
#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB
#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC
#define _EXT_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD
#define _GL_TEXTURE_EXTERNAL_OES 0x8D65
#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
#endif 
enum DefaultGLTexture {