### Godot version

4.0.3, 4.1.dev 4 [5c2295ff5]

### System information

Godot v4.1.dev (5c2295ff5) - Garuda Linux ZEN SMP PREEMPT_DYNAMIC Wed, 24 May 2023 17:43:43 +0000 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU () - 11th Gen Intel(R) Core(TM) i5-11400H @ 2.70GHz (12 Threads)

### Issue description

In Godot 3, Polygon2D UV editor followed the texture's filer parameters, making it easy to edit polygons for pixelart sprites.
![image](https://github.com/godotengine/godot/assets/71876471/c814ac20-23d5-4f44-b124-a6e915e9e878)
However, the same doesn't happen in Godot 4, where the expected result is the `texture_filter` parameter of `Polygon2D` node being respected. Instead, a linear filter is used. Project defaults are ignored, too. 
![image](https://github.com/godotengine/godot/assets/71876471/3c7b23e6-a85d-432f-95c0-e6cbf898c9c0)

### Possible fix
It seems to be fixable by adding `uv_edit_draw->set_texture_filter(node->get_texture_filter_in_tree());` to `Polygon2DEditor::_menu_option` function in `editor/plugins/polygon_2d_editor_plugin.cpp.` That way, the window's texture filter is set accordingly every time a polygon is being edited. However, I'm not experienced enough in C++ to consider this fix safe and clean. 

I used `get_texture_filter_in_tree()` instead of `get_texture_filter` to account for `TEXTURE_FILTER_PARENT_NODE`. 

### Steps to reproduce

1. Add a Polygon2D node and assign a pixelart texture to it. This lock can be used as a reference. 
![lock](https://github.com/godotengine/godot/assets/71876471/984f06d4-935a-4a3c-a7dd-2e6456267c87)
2. Set the node's Texture filter to "Nearest".
3. Open the UV editor of that node and behold the blurred version of the sprite.

### Minimal reproduction project

N/A
uv_edit_draw->draw_line(mtx.xform(uvs[i]), mtx.xform(next_point), poly_line_color, Math::round(EDSCALE));
		}
	}
	for (int i = 0; i < polygons.size(); i++) {
		Vector<int> points = polygons[i];
		Vector<Vector2> polypoints;
		for (int j = 0; j < points.size(); j++) {
			int next = (j + 1) % points.size();
			int idx = points[j];
			int idx_next = points[next];
			if (idx < 0 || idx >= uvs.size()) {
				continue;
			}
			polypoints.push_back(mtx.xform(uvs[idx]));
			if (idx_next < 0 || idx_next >= uvs.size()) {
				continue;
			}
			uv_edit_draw->draw_line(mtx.xform(uvs[idx]), mtx.xform(uvs[idx_next]), polygon_line_color, Math::round(EDSCALE));
		}
		if (points.size() >= 3) {
			uv_edit_draw->draw_polygon(polypoints, polygon_fill_color);
		}
	}
	for (int i = 0; i < uvs.size(); i++) {
		if (weight_r) {
			Vector2 draw_pos = mtx.xform(uvs[i]);
			float weight = weight_r[i];
			uv_edit_draw->draw_rect(Rect2(draw_pos - Vector2(2, 2) * EDSCALE, Vector2(5, 5) * EDSCALE), Color(weight, weight, weight, 1.0), Math::round(EDSCALE));
		} else {
			if (i < uv_draw_max) {