### Godot version

v4.1.dev.custom_build [18112ba36]

### System information

Linux Mint 21.1, NVIDIA GeForce GTX 1050 Ti,  Vulkan API 1.3.205

### Issue description

This is a regression from #64388. 

Textures seem to be used differently in 2D and 3D. They are rendered using the `RID` in 3D, and changing the `viewport_path` will cause the `RID` to change.

https://github.com/godotengine/godot/assets/30386067/ad393fe8-50c1-4a89-870d-58d4e224bcc6


### Steps to reproduce

1. Download and import MRP.
2. Open 1.tscn, and try to switch the `viewport_path` of the `MeshInstance3D:mesh:material:albedo_texture` in the MeshInstance3D node.
3. After switching, the MeshInstance3D is rendered as white in the editor;
4. Close and then reopen 1.tscn.

### Minimal reproduction project

[ViewportTexture-change-viewport_path.zip](https://github.com/godotengine/godot/files/11509010/ViewportTexture-change-viewport_path.zip)

DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST,
		DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR,
		DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS,
		DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS,
		DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_MAX
	};
	enum DefaultCanvasItemTextureRepeat {
		DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_DISABLED,
		DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_ENABLED,
		DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_MIRROR,
		DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_MAX,
	};
	enum SDFOversize {
		SDF_OVERSIZE_100_PERCENT,
		SDF_OVERSIZE_120_PERCENT,
		SDF_OVERSIZE_150_PERCENT,
		SDF_OVERSIZE_200_PERCENT,
		SDF_OVERSIZE_MAX
	};
	enum SDFScale {
		SDF_SCALE_100_PERCENT,
		SDF_SCALE_50_PERCENT,
		SDF_SCALE_25_PERCENT,
		SDF_SCALE_MAX
	};
	enum {