### 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)

ClassDB::bind_method(D_METHOD("set_shape_centered", "bool"), &TouchScreenButton::set_shape_centered);
	ClassDB::bind_method(D_METHOD("is_shape_centered"), &TouchScreenButton::is_shape_centered);
	ClassDB::bind_method(D_METHOD("set_shape_visible", "bool"), &TouchScreenButton::set_shape_visible);
	ClassDB::bind_method(D_METHOD("is_shape_visible"), &TouchScreenButton::is_shape_visible);
	ClassDB::bind_method(D_METHOD("set_action", "action"), &TouchScreenButton::set_action);
	ClassDB::bind_method(D_METHOD("get_action"), &TouchScreenButton::get_action);
	ClassDB::bind_method(D_METHOD("set_visibility_mode", "mode"), &TouchScreenButton::set_visibility_mode);
	ClassDB::bind_method(D_METHOD("get_visibility_mode"), &TouchScreenButton::get_visibility_mode);
	ClassDB::bind_method(D_METHOD("set_passby_press", "enabled"), &TouchScreenButton::set_passby_press);
	ClassDB::bind_method(D_METHOD("is_passby_press_enabled"), &TouchScreenButton::is_passby_press_enabled);
	ClassDB::bind_method(D_METHOD("is_pressed"), &TouchScreenButton::is_pressed);
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture_normal", "get_texture_normal");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_pressed", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture_pressed", "get_texture_pressed");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "bitmask", PROPERTY_HINT_RESOURCE_TYPE, "BitMap"), "set_bitmask", "get_bitmask");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shape_centered"), "set_shape_centered", "is_shape_centered");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shape_visible"), "set_shape_visible", "is_shape_visible");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "passby_press"), "set_passby_press", "is_passby_press_enabled");
	ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "action"), "set_action", "get_action");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "visibility_mode", PROPERTY_HINT_ENUM, "Always,TouchScreen Only"), "set_visibility_mode", "get_visibility_mode");
	ADD_SIGNAL(MethodInfo("pressed"));
	ADD_SIGNAL(MethodInfo("released"));
	BIND_ENUM_CONSTANT(VISIBILITY_ALWAYS);
	BIND_ENUM_CONSTANT(VISIBILITY_TOUCHSCREEN_ONLY);
}
TouchScreenButton::TouchScreenButton() {
	unit_rect = Ref<RectangleShape2D>(memnew(RectangleShape2D));
	unit_rect->set_size(Vector2(1, 1));
}