### 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->overridden.color = RID();
	} else if (rt->color) {
		GLES3::Utilities::get_singleton()->texture_free_data(rt->color);
		if (rt->texture.is_valid()) {
			Texture *tex = get_texture(rt->texture);
			tex->tex_id = 0;
		}
	}
	rt->color = 0;
	if (rt->overridden.depth.is_valid()) {
		rt->overridden.depth = RID();
	} else if (rt->depth) {
		GLES3::Utilities::get_singleton()->texture_free_data(rt->depth);
	}
	rt->depth = 0;
	rt->overridden.velocity = RID();
	rt->overridden.is_overridden = false;
	if (rt->backbuffer_fbo != 0) {
		glDeleteFramebuffers(1, &rt->backbuffer_fbo);
		GLES3::Utilities::get_singleton()->texture_free_data(rt->backbuffer);
		rt->backbuffer = 0;
		rt->backbuffer_fbo = 0;
	}
	if (rt->backbuffer_depth != 0) {
		GLES3::Utilities::get_singleton()->texture_free_data(rt->backbuffer_depth);
		rt->backbuffer_depth = 0;
	}
	_render_target_clear_sdf(rt);
}
RID TextureStorage::render_target_create() {