### Godot version

v4.1.dev.custom_build [18112ba36]

### System information

Linux Mint 21.1, NVIDIA GeForce GTX 1050 Ti,  Vulkan API 1.3.205

### Issue description

This is a regression from #64388. 

Textures seem to be used differently in 2D and 3D. They are rendered using the `RID` in 3D, and changing the `viewport_path` will cause the `RID` to change.

https://github.com/godotengine/godot/assets/30386067/ad393fe8-50c1-4a89-870d-58d4e224bcc6


### Steps to reproduce

1. Download and import MRP.
2. Open 1.tscn, and try to switch the `viewport_path` of the `MeshInstance3D:mesh:material:albedo_texture` in the MeshInstance3D node.
3. After switching, the MeshInstance3D is rendered as white in the editor;
4. Close and then reopen 1.tscn.

### Minimal reproduction project

[ViewportTexture-change-viewport_path.zip](https://github.com/godotengine/godot/files/11509010/ViewportTexture-change-viewport_path.zip)

Point2 click = gui.mouse_focus->get_global_transform_with_canvas().affine_inverse().xform(gui.last_mouse_pos);
		for (int i = 0; i < 3; i++) {
			if ((int)mask & (1 << i)) {
				Ref<InputEventMouseButton> mb;
				mb.instantiate();
				
				mb->set_position(click);
				mb->set_button_index(MouseButton(i + 1));
				mb->set_pressed(false);
				mb->set_device(InputEvent::DEVICE_ID_INTERNAL);
				gui.mouse_focus->_call_gui_input(mb);
			}
		}
		gui.mouse_focus = focus_grabber;
		click = gui.mouse_focus->get_global_transform_with_canvas().affine_inverse().xform(gui.last_mouse_pos);
		for (int i = 0; i < 3; i++) {
			if ((int)mask & (1 << i)) {
				Ref<InputEventMouseButton> mb;
				mb.instantiate();
				
				mb->set_position(click);
				mb->set_button_index(MouseButton(i + 1));
				mb->set_pressed(true);
				mb->set_device(InputEvent::DEVICE_ID_INTERNAL);
				MessageQueue::get_singleton()->push_callable(callable_mp(gui.mouse_focus, &Control::_call_gui_input), mb);
			}
		}
	}
}
void Viewport::push_text_input(const String &p_text) {