### Godot version

4.2.dev3

### System information

Godot v4.2.dev3 - Arch Linux #0~20230811.g489fabdc SMP PREEMPT_DYNAMIC Sat Aug 12 02:04:20 UT - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.98) - Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz (8 Threads)

### Issue description

After turning on 2d hdr and font msdf at the same time, there is a problem with ui text rendering.

2d hdr off:
![图片](https://github.com/godotengine/godot/assets/52148221/37074fde-a0ce-4d3f-8bfc-dcf3f910cb12)
2d hdr on:
![图片](https://github.com/godotengine/godot/assets/52148221/b858899c-e08f-4bac-b0d6-4385d9a46114)


### Steps to reproduce

1. Open msdf for default font or custom font.
2. Turn on 2d hdr.
3. Add a Label node and enter text, the text rendering is destroyed.

### Minimal reproduction project

N/A
int mipmaps;
		int height_2d;
		int width_2d;
		struct BufferSlice3D {
			Size2i size;
			uint32_t offset = 0;
			uint32_t buffer_size = 0;
		};
		Vector<BufferSlice3D> buffer_slices_3d;
		uint32_t buffer_size_3d = 0;
		RenderTarget *render_target = nullptr;
		bool is_render_target;
		bool is_proxy;
		Ref<Image> image_cache_2d;
		String path;
		RID proxy_to;
		Vector<RID> proxies;
		HashSet<RID> lightmap_users;
		RS::TextureDetectCallback detect_3d_callback = nullptr;
		void *detect_3d_callback_ud = nullptr;
		RS::TextureDetectCallback detect_normal_callback = nullptr;
		void *detect_normal_callback_ud = nullptr;
		RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr;
		void *detect_roughness_callback_ud = nullptr;
		CanvasTexture *canvas_texture = nullptr;
		void cleanup();
	};
	
	mutable RID_Owner<Texture, true> texture_owner;
	Texture *get_texture(RID p_rid) { return texture_owner.get_or_null(p_rid); };