### Godot version

v4.0 rc6

### System information

Windows 10

### Issue description

When using a ViewportTexture from a SubViewport on a TextureRect, it throws errors after running the scene once and then switching scenes in the editor.
![Pasted image 20230227212626](https://user-images.githubusercontent.com/44676282/221680047-984fa03e-33d1-4856-9a7f-1700b28423cf.png)


### Steps to reproduce

Run the canvas-scene once.
Switch to another scene in the editor.
Switch back to the canvas-scene

### Minimal reproduction project

[ViewportTextureError.zip](https://github.com/godotengine/godot/files/10844099/ViewportTextureError.zip)

if (local_scene) {
		return local_scene;
	}
	if (_get_local_scene_func) {
		return _get_local_scene_func();
	}
	return nullptr;
}
void Resource::setup_local_to_scene() {
	
	emit_signal(SNAME("setup_local_to_scene_requested"));
}
Node *(*Resource::_get_local_scene_func)() = nullptr;
void (*Resource::_update_configuration_warning)() = nullptr;
void Resource::set_as_translation_remapped(bool p_remapped) {
	if (remapped_list.in_list() == p_remapped) {
		return;
	}
	ResourceCache::lock.lock();
	if (p_remapped) {
		ResourceLoader::remapped_list.add(&remapped_list);
	} else {
		ResourceLoader::remapped_list.remove(&remapped_list);
	}
	ResourceCache::lock.unlock();
}
#ifdef TOOLS_ENABLED
void Resource::set_id_for_path(const String &p_path, const String &p_id) {