### Godot version

4.0.3, 4.1.dev 4 [5c2295ff5]

### System information

Godot v4.1.dev (5c2295ff5) - Garuda Linux ZEN SMP PREEMPT_DYNAMIC Wed, 24 May 2023 17:43:43 +0000 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU () - 11th Gen Intel(R) Core(TM) i5-11400H @ 2.70GHz (12 Threads)

### Issue description

In Godot 3, Polygon2D UV editor followed the texture's filer parameters, making it easy to edit polygons for pixelart sprites.
![image](https://github.com/godotengine/godot/assets/71876471/c814ac20-23d5-4f44-b124-a6e915e9e878)
However, the same doesn't happen in Godot 4, where the expected result is the `texture_filter` parameter of `Polygon2D` node being respected. Instead, a linear filter is used. Project defaults are ignored, too. 
![image](https://github.com/godotengine/godot/assets/71876471/3c7b23e6-a85d-432f-95c0-e6cbf898c9c0)

### Possible fix
It seems to be fixable by adding `uv_edit_draw->set_texture_filter(node->get_texture_filter_in_tree());` to `Polygon2DEditor::_menu_option` function in `editor/plugins/polygon_2d_editor_plugin.cpp.` That way, the window's texture filter is set accordingly every time a polygon is being edited. However, I'm not experienced enough in C++ to consider this fix safe and clean. 

I used `get_texture_filter_in_tree()` instead of `get_texture_filter` to account for `TEXTURE_FILTER_PARENT_NODE`. 

### Steps to reproduce

1. Add a Polygon2D node and assign a pixelart texture to it. This lock can be used as a reference. 
![lock](https://github.com/godotengine/godot/assets/71876471/984f06d4-935a-4a3c-a7dd-2e6456267c87)
2. Set the node's Texture filter to "Nearest".
3. Open the UV editor of that node and behold the blurred version of the sprite.

### Minimal reproduction project

N/A
polygons.push_back(polygon_create);
								undo_redo->create_action(TTR("Add Custom Polygon"));
								undo_redo->add_do_method(node, "set_polygons", polygons);
								undo_redo->add_undo_method(node, "set_polygons", node->get_polygons());
								undo_redo->add_do_method(uv_edit_draw, "queue_redraw");
								undo_redo->add_undo_method(uv_edit_draw, "queue_redraw");
								undo_redo->commit_action();
							}
							polygon_create.clear();
						} else if (!polygon_create.has(closest)) {
							/
							polygon_create.push_back(closest);
						}
					}
				}
				if (uv_move_current == UV_MODE_REMOVE_POLYGON) {
					Array polygons = node->get_polygons();
					polygons = polygons.duplicate(); /
					int erase_index = -1;
					for (int i = polygons.size() - 1; i >= 0; i--) {
						Vector<int> points = polygons[i];
						Vector<Vector2> polys;
						polys.resize(points.size());
						for (int j = 0; j < polys.size(); j++) {
							int idx = points[j];
							if (idx < 0 || idx >= points_prev.size()) {
								continue;
							}
							polys.write[j] = mtx.xform(points_prev[idx]);
						}