### Godot version

4.1.stable

### System information

Windows 10 22H2 - GLES3 - GTX 1080 Ti (driver 536.40)

### Issue description

I noticed this bug in the code while debugging #79315, and confirmed the issue with testing. If you take a material using a filtering mode that has anisotropic filtering (eg `RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC` aka "Linear Mipmap Anisotropic") and switch it to a filtering mode that doesn't have anisotropic filtering (eg `RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS` aka "Linear Mipmap"), the anisotropic filtering remains enabled for the texture until it gets reloaded (eg by reloading the scene). I've only tested this in the editor, but this should also apply to games themselves if they change the filtering mode of a texture through code. This issue doesn't occur with the Mobile renderer (and I assume the Forward+ renderer).



### Steps to reproduce

1. View a surface with a material with anisotropic filtering disabled at an angle that you can tell it's disabled.
![no anisotropic](https://github.com/godotengine/godot/assets/607715/4c3f2c68-6284-412c-9adf-625f4c3e2ab6)

2. Switch the filtering mode of the material to one with anisotropic filtering enabled.
![with anisotropic](https://github.com/godotengine/godot/assets/607715/b67e5bb5-68f8-4934-bf0f-35836666724e)

3. Switch the filtering mode of the material back to a mode with anisotropic filtering disabled, and note how the surface still has anisotropic filtering applied.
![bug anisotropic](https://github.com/godotengine/godot/assets/607715/05037b2e-be9f-4351-8a77-b9b73c832696)


### Minimal reproduction project

I used the texture repeat test program from #79315 for the example pictures, so I'll use that as the minimum reproduction: [RepTest.zip](https://github.com/godotengine/godot/files/12011701/RepTest.zip). Just make sure to rotate the camera for the test, as the default position in that project isn't in a good spot for testing anisotropic filtering.
default: {
			} break;
		}
		glTexParameteri(target, GL_TEXTURE_WRAP_T, prep);
		glTexParameteri(target, GL_TEXTURE_WRAP_R, prep);
		glTexParameteri(target, GL_TEXTURE_WRAP_S, prep);
	}
private:
	RS::CanvasItemTextureFilter state_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
	RS::CanvasItemTextureRepeat state_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
};
struct RenderTarget {
	Point2i position = Point2i(0, 0);
	Size2i size = Size2i(0, 0);
	uint32_t view_count = 1;
	int mipmap_count = 1;
	RID self;
	GLuint fbo = 0;
	GLuint color = 0;
	GLuint depth = 0;
	GLuint backbuffer_fbo = 0;
	GLuint backbuffer = 0;
	GLuint backbuffer_depth = 0;
	GLuint color_internal_format = GL_RGBA8;
	GLuint color_format = GL_RGBA;
	GLuint color_type = GL_UNSIGNED_BYTE;
	Image::Format image_format = Image::FORMAT_RGBA8;
	GLuint sdf_texture_write = 0;
	GLuint sdf_texture_write_fb = 0;
	GLuint sdf_texture_process[2] = { 0, 0 };