### 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
Texture *texture = texture_owner.get_or_null(p_texture);
	ERR_FAIL_COND(!texture);
	ERR_FAIL_COND(texture->is_render_target);
	ERR_FAIL_COND(p_width <= 0 || p_width > 16384);
	ERR_FAIL_COND(p_height <= 0 || p_height > 16384);
	
	texture->width = p_width;
	texture->height = p_height;
}
void TextureStorage::texture_set_path(RID p_texture, const String &p_path) {
	Texture *texture = texture_owner.get_or_null(p_texture);
	ERR_FAIL_COND(!texture);
	texture->path = p_path;
}
String TextureStorage::texture_get_path(RID p_texture) const {
	Texture *texture = texture_owner.get_or_null(p_texture);
	ERR_FAIL_COND_V(!texture, "");
	return texture->path;
}
void TextureStorage::texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
	Texture *texture = texture_owner.get_or_null(p_texture);
	ERR_FAIL_COND(!texture);
	texture->detect_3d_callback = p_callback;
	texture->detect_3d_callback_ud = p_userdata;
}
void TextureStorage::texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
}
void TextureStorage::texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {