### Godot version

4.0.3-stable

### System information

Windows 10

### Issue description

In some projects ViewportTexture remains pink and doesn't render viewport content after upgrading from 4.0.2-stable to 4.0.3-stable. If a pair of files viewport.h/viewport.cpp are downgraded back to what they were in 4.0.2-stable, problem goes away.

This is how it looks in 4.0.3-stable:
![4 0 3_stable_viewport_4 0 3](https://github.com/godotengine/godot/assets/1449921/44c191a9-4b67-4b02-90b6-4ab615f62a73)

And this is how it looks if viewport.h/viewport.cpp are downgraded back to what they were in 4.0.2-stable.
![4 0 3_stable_viewport_4 0 2](https://github.com/godotengine/godot/assets/1449921/f5abc605-f129-4222-9c0e-e9a07621dd9d)



### Steps to reproduce

Unfortunately, I cannot come up wit a simple demo project reproducing the problem. It exists in some projects and doesn't exist in others.


### Minimal reproduction project

Cannot produce a simple project reproducing the problem. In simple projects it works fine.
}
	}
	Ref<InputEventGesture> gesture_event = p_event;
	if (gesture_event.is_valid()) {
		gui.key_event_accepted = false;
		_gui_cancel_tooltip();
		Size2 pos = gesture_event->get_position();
		Control *over = gui_find_control(pos);
		if (over) {
			bool stopped = false;
			if (over->can_process()) {
				gesture_event = gesture_event->xformed_by(Transform2D()); 
				pos = over->get_global_transform_with_canvas().affine_inverse().xform(pos);
				gesture_event->set_position(pos);
				stopped = _gui_call_input(over, gesture_event);
			}
			if (stopped) {
				set_input_as_handled();
			}
			return;
		}
	}
	Ref<InputEventScreenDrag> drag_event = p_event;
	if (drag_event.is_valid()) {
		const int drag_event_index = drag_event->get_index();
		ObjectID control_id = gui.touch_focus[drag_event_index];
		Control *over = control_id.is_valid() ? Object::cast_to<Control>(ObjectDB::get_instance(control_id)) : nullptr;
		if (!over) {
			over = gui_find_control(drag_event->get_position());
		}