### 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)

audio_listener_3d_set.erase(p_listener);
	if (audio_listener_3d == p_listener) {
		audio_listener_3d = nullptr;
	}
}
void Viewport::_audio_listener_3d_make_next_current(AudioListener3D *p_exclude) {
	if (audio_listener_3d_set.size() > 0) {
		for (AudioListener3D *E : audio_listener_3d_set) {
			if (p_exclude == E) {
				continue;
			}
			if (!E->is_inside_tree()) {
				continue;
			}
			if (audio_listener_3d != nullptr) {
				return;
			}
			E->make_current();
		}
	} else {
		
		if (camera_3d != nullptr) {
			_update_audio_listener_3d();
			_camera_3d_transform_changed_notify();
		}
	}
}
void Viewport::_collision_object_3d_input_event(CollisionObject3D *p_object, Camera3D *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape) {