### Godot version

4.0.3, 4.1.dev 4 [5c2295ff5]

### System information

Godot v4.1.dev (5c2295ff5) - Garuda Linux ZEN SMP PREEMPT_DYNAMIC Wed, 24 May 2023 17:43:43 +0000 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU () - 11th Gen Intel(R) Core(TM) i5-11400H @ 2.70GHz (12 Threads)

### Issue description

In Godot 3, Polygon2D UV editor followed the texture's filer parameters, making it easy to edit polygons for pixelart sprites.
![image](https://github.com/godotengine/godot/assets/71876471/c814ac20-23d5-4f44-b124-a6e915e9e878)
However, the same doesn't happen in Godot 4, where the expected result is the `texture_filter` parameter of `Polygon2D` node being respected. Instead, a linear filter is used. Project defaults are ignored, too. 
![image](https://github.com/godotengine/godot/assets/71876471/3c7b23e6-a85d-432f-95c0-e6cbf898c9c0)

### Possible fix
It seems to be fixable by adding `uv_edit_draw->set_texture_filter(node->get_texture_filter_in_tree());` to `Polygon2DEditor::_menu_option` function in `editor/plugins/polygon_2d_editor_plugin.cpp.` That way, the window's texture filter is set accordingly every time a polygon is being edited. However, I'm not experienced enough in C++ to consider this fix safe and clean. 

I used `get_texture_filter_in_tree()` instead of `get_texture_filter` to account for `TEXTURE_FILTER_PARENT_NODE`. 

### Steps to reproduce

1. Add a Polygon2D node and assign a pixelart texture to it. This lock can be used as a reference. 
![lock](https://github.com/godotengine/godot/assets/71876471/984f06d4-935a-4a3c-a7dd-2e6456267c87)
2. Set the node's Texture filter to "Nearest".
3. Open the UV editor of that node and behold the blurred version of the sprite.

### Minimal reproduction project

N/A
if (magnify_gesture.is_valid()) {
		uv_zoom->set_value(uv_zoom->get_value() * magnify_gesture->get_factor());
	}
	Ref<InputEventPanGesture> pan_gesture = p_input;
	if (pan_gesture.is_valid()) {
		uv_hscroll->set_value(uv_hscroll->get_value() + uv_hscroll->get_page() * pan_gesture->get_delta().x / 8);
		uv_vscroll->set_value(uv_vscroll->get_value() + uv_vscroll->get_page() * pan_gesture->get_delta().y / 8);
	}
}
void Polygon2DEditor::_uv_pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event) {
	uv_hscroll->set_value(uv_hscroll->get_value() - p_scroll_vec.x);
	uv_vscroll->set_value(uv_vscroll->get_value() - p_scroll_vec.y);
}
void Polygon2DEditor::_uv_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event) {
	uv_zoom->set_value(uv_zoom->get_value() * p_zoom_factor);
}
void Polygon2DEditor::_uv_scroll_changed(real_t) {
	if (updating_uv_scroll) {
		return;
	}
	uv_draw_ofs.x = uv_hscroll->get_value();
	uv_draw_ofs.y = uv_vscroll->get_value();
	uv_draw_zoom = uv_zoom->get_value();
	uv_edit_draw->queue_redraw();
}
void Polygon2DEditor::_uv_draw() {
	if (!uv_edit->is_visible() || !_get_node()) {
		return;
	}
	Ref<Texture2D> base_tex = node->get_texture();