### Godot version

v4.1.beta1.official [828ec2c5d]

### System information

Godot v4.1.beta1 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 30.0.14.7247) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)

### Issue description

Converting a project from Godot 3.5 to Godot 4.1 fails to convert the texture references on TouchScreenButton nodes. Before, my TouchScreenButton scene has a Normal and a Pressed texture assigned; after, the scene has no textures assigned!

This seems to be because the converter fails to update the TouchScreenButton node's `normal` and `pressed` properties to `texture_normal` and `texture_pressed`.

Expected behavior is, of course, that the textures convert properly.

### Steps to reproduce

1. Open repro project in Godot 3.5.*. Observe the graphics on the button in `TouchScreenButton.tscn`.
2. Convert the project to Godot 4.1.*. Observe the lack of graphics on the same button.

### Minimal reproduction project

[GD4 Touch Button Convert.zip](https://github.com/godotengine/godot/files/11928549/GD4.Touch.Button.Convert.zip)

draw_texture(texture_pressed, Point2());
				} else if (texture_normal.is_valid()) {
					draw_texture(texture_normal, Point2());
				}
			} else {
				if (texture_normal.is_valid()) {
					draw_texture(texture_normal, Point2());
				}
			}
			if (!shape_visible) {
				return;
			}
			if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
				return;
			}
			if (shape.is_valid()) {
				Color draw_col = get_tree()->get_debug_collisions_color();
				Vector2 pos;
				if (shape_centered && texture_normal.is_valid()) {
					pos = texture_normal->get_size() * 0.5;
				}
				draw_set_transform_matrix(get_canvas_transform().translated_local(pos));
				shape->draw(get_canvas_item(), draw_col);
			}
		} break;
		case NOTIFICATION_ENTER_TREE: {
			if (!Engine::get_singleton()->is_editor_hint() && !DisplayServer::get_singleton()->is_touchscreen_available() && visibility == VISIBILITY_TOUCHSCREEN_ONLY) {
				return;
			}
			queue_redraw();