### Godot version

v4.1.beta1.official [828ec2c5d]

### System information

Godot v4.1.beta1 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 30.0.14.7247) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)

### Issue description

Converting a project from Godot 3.5 to Godot 4.1 fails to convert the texture references on TouchScreenButton nodes. Before, my TouchScreenButton scene has a Normal and a Pressed texture assigned; after, the scene has no textures assigned!

This seems to be because the converter fails to update the TouchScreenButton node's `normal` and `pressed` properties to `texture_normal` and `texture_pressed`.

Expected behavior is, of course, that the textures convert properly.

### Steps to reproduce

1. Open repro project in Godot 3.5.*. Observe the graphics on the button in `TouchScreenButton.tscn`.
2. Convert the project to Godot 4.1.*. Observe the lack of graphics on the same button.

### Minimal reproduction project

[GD4 Touch Button Convert.zip](https://github.com/godotengine/godot/files/11928549/GD4.Touch.Button.Convert.zip)

return finger_pressed != -1;
}
void TouchScreenButton::set_action(const String &p_action) {
	action = p_action;
}
String TouchScreenButton::get_action() const {
	return action;
}
void TouchScreenButton::input(const Ref<InputEvent> &p_event) {
	ERR_FAIL_COND(p_event.is_null());
	if (!is_visible_in_tree()) {
		return;
	}
	const InputEventScreenTouch *st = Object::cast_to<InputEventScreenTouch>(*p_event);
	if (passby_press) {
		const InputEventScreenDrag *sd = Object::cast_to<InputEventScreenDrag>(*p_event);
		if (st && !st->is_pressed() && finger_pressed == st->get_index()) {
			_release();
		}
		if ((st && st->is_pressed()) || sd) {
			int index = st ? st->get_index() : sd->get_index();
			Point2 coord = st ? st->get_position() : sd->get_position();
			if (finger_pressed == -1 || index == finger_pressed) {