### Godot version

v4.0.beta17.official [c40020513]

### System information

Windows 11, OpenGL (Compatibility), RTX 2060 (31.0.15.2824)

### Issue description

I tried to make a blurred panel for a ui element with texturelod via shader:

```glsl
shader_type canvas_item;

uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap_anisotropic;
uniform float blur_amount : hint_range(0.0, 5.0);

void fragment() {
	vec4 blurred = textureLod(SCREEN_TEXTURE, SCREEN_UV, blur_amount);
	COLOR = blurred;
}
```

but what I got instead is this:
![image](https://user-images.githubusercontent.com/72286622/217170426-49f6712d-47ef-4c53-b9f1-30d8ad868084.png)

vulkan renderer does not exhibit this issue:
![image](https://user-images.githubusercontent.com/72286622/217170565-a013c712-94f6-49d1-b9ec-091c28a7790b.png)


### Steps to reproduce

1. Add a TextureRect node
2. Add a Panel node to overlay the previously added node
3. Apply the blur shader to the panel node

### Minimal reproduction project

N/A
Texture *texture = texture_owner.get_or_null(p_texture);
	ERR_FAIL_COND(!texture);
	texture->detect_normal_callback = p_callback;
	texture->detect_normal_callback_ud = p_userdata;
}
void TextureStorage::texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) {
	Texture *texture = texture_owner.get_or_null(p_texture);
	ERR_FAIL_COND(!texture);
	texture->detect_roughness_callback = p_callback;
	texture->detect_roughness_callback_ud = p_userdata;
}
void TextureStorage::texture_debug_usage(List<RS::TextureInfo> *r_info) {
	List<RID> textures;
	texture_owner.get_owned_list(&textures);
	for (List<RID>::Element *E = textures.front(); E; E = E->next()) {
		Texture *t = texture_owner.get_or_null(E->get());
		if (!t) {
			continue;
		}
		RS::TextureInfo tinfo;
		tinfo.path = t->path;
		tinfo.format = t->format;
		tinfo.width = t->alloc_width;
		tinfo.height = t->alloc_height;
		tinfo.depth = 0;
		tinfo.bytes = t->total_data_size;
		r_info->push_back(tinfo);
	}
}
void TextureStorage::texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) {