### 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)

#ifndef _3D_DISABLED
	if (!use_xr) {
#endif
		if (p_allocated) {
			RS::get_singleton()->viewport_set_size(viewport, size.width, size.height);
		} else {
			RS::get_singleton()->viewport_set_size(viewport, 0, 0);
		}
#ifndef _3D_DISABLED
	} 
#endif
	_update_global_transform();
	update_configuration_warnings();
	update_canvas_items();
	for (ViewportTexture *E : viewport_textures) {
		E->emit_changed();
	}
	emit_signal(SNAME("size_changed"));
	Rect2i limit = get_visible_rect();
	for (int i = 0; i < gui.sub_windows.size(); ++i) {
		Window *sw = gui.sub_windows[i].window;
		Rect2i rect = Rect2i(sw->position, sw->size);
		Rect2i new_rect = sw->fit_rect_in_parent(rect, limit);
		if (new_rect != rect) {
			sw->set_position(new_rect.position);
			sw->set_size(new_rect.size);
		}
	}
}
Size2i Viewport::_get_size() const {