### 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
int h = img->get_height();
	int tsize = 0;
	for (int i = 0; i < mipmaps; i++) {
		int size, ofs;
		img->get_mipmap_offset_and_size(i, ofs, size);
		if (compressed) {
			glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
			int bw = w;
			int bh = h;
			glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]);
		} else {
			glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
			if (texture->target == GL_TEXTURE_2D_ARRAY) {
				if (initialize) {
					glTexImage3D(GL_TEXTURE_2D_ARRAY, i, internal_format, w, h, texture->layers, 0, format, type, nullptr);
				}
				glTexSubImage3D(GL_TEXTURE_2D_ARRAY, i, 0, 0, p_layer, w, h, 1, format, type, &read[ofs]);
			} else {
				glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]);
			}
		}
		tsize += size;
		w = MAX(1, w >> 1);
		h = MAX(1, h >> 1);
	}
	texture->total_data_size = tsize;
	texture->stored_cube_sides |= (1 << p_layer);
	texture->mipmaps = mipmaps;
}
Image::Format TextureStorage::texture_get_format(RID p_texture) const {