### 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)

ERR_MAIN_THREAD_GUARD_V(nullptr);
	
	_gui_sort_roots();
	for (List<Control *>::Element *E = gui.roots.back(); E; E = E->prev()) {
		Control *sw = E->get();
		if (!sw->is_visible_in_tree()) {
			continue;
		}
		Transform2D xform;
		CanvasItem *pci = sw->get_parent_item();
		if (pci) {
			xform = pci->get_global_transform_with_canvas();
		} else {
			xform = sw->get_canvas_transform();
		}
		Control *ret = _gui_find_control_at_pos(sw, p_global, xform);
		if (ret) {
			return ret;
		}
	}
	return nullptr;
}
Control *Viewport::_gui_find_control_at_pos(CanvasItem *p_node, const Point2 &p_global, const Transform2D &p_xform) {