### 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)

if (p_window == nullptr) {
		
		if (gui.subwindow_focused) {
			gui.subwindow_focused->_event_callback(DisplayServer::WINDOW_EVENT_FOCUS_OUT);
			gui.subwindow_focused = nullptr;
			gui.subwindow_drag = SUB_WINDOW_DRAG_DISABLED;
		}
		Window *this_window = Object::cast_to<Window>(this);
		if (this_window) {
			this_window->_event_callback(DisplayServer::WINDOW_EVENT_FOCUS_IN);
		}
		return;
	}
	int index = _sub_window_find(p_window);
	ERR_FAIL_COND(index == -1);
	if (p_window->get_flag(Window::FLAG_NO_FOCUS)) {
		
		if (gui.subwindow_focused) {
			gui.subwindow_focused->_event_callback(DisplayServer::WINDOW_EVENT_FOCUS_OUT);
			gui.subwindow_focused = nullptr;
			gui.subwindow_drag = SUB_WINDOW_DRAG_DISABLED;
		}
		
		SubWindow sw = gui.sub_windows[index];
		gui.sub_windows.remove_at(index);
		gui.sub_windows.push_back(sw);
		_sub_window_update_order();