### 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
rt->color_format = GL_RGBA;
	rt->color_type = rt->is_transparent ? GL_UNSIGNED_BYTE : GL_UNSIGNED_INT_2_10_10_10_REV;
	rt->image_format = Image::FORMAT_RGBA8;
	glDisable(GL_SCISSOR_TEST);
	glColorMask(1, 1, 1, 1);
	glDepthMask(GL_FALSE);
	{
		Texture *texture;
		bool use_multiview = rt->view_count > 1 && config->multiview_supported;
		GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
		
		glGenFramebuffers(1, &rt->fbo);
		glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
		
		if (rt->overridden.color.is_valid()) {
			texture = get_texture(rt->overridden.color);
			ERR_FAIL_COND(!texture);
			rt->color = texture->tex_id;
			rt->size = Size2i(texture->width, texture->height);
		} else {
			texture = get_texture(rt->texture);
			ERR_FAIL_COND(!texture);
			glGenTextures(1, &rt->color);
			glBindTexture(texture_target, rt->color);
			if (use_multiview) {
				glTexImage3D(texture_target, 0, rt->color_internal_format, rt->size.x, rt->size.y, rt->view_count, 0, rt->color_format, rt->color_type, nullptr);
			} else {
				glTexImage2D(texture_target, 0, rt->color_internal_format, rt->size.x, rt->size.y, 0, rt->color_format, rt->color_type, nullptr);
			}
			texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);