### 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
bone_paint_strength->set_max(1);
	bone_paint_strength->set_step(0.01);
	bone_paint_strength->set_value(0.5);
	bone_paint_radius_label = memnew(Label(TTR("Radius:")));
	uv_mode_hb->add_child(bone_paint_radius_label);
	bone_paint_radius = memnew(SpinBox);
	uv_mode_hb->add_child(bone_paint_radius);
	bone_paint_strength->hide();
	bone_paint_radius->hide();
	bone_paint_radius_label->hide();
	bone_paint_radius->set_min(1);
	bone_paint_radius->set_max(100);
	bone_paint_radius->set_step(1);
	bone_paint_radius->set_value(32);
	HSplitContainer *uv_main_hsc = memnew(HSplitContainer);
	uv_main_vb->add_child(uv_main_hsc);
	uv_main_hsc->set_v_size_flags(SIZE_EXPAND_FILL);
	uv_edit_draw = memnew(Panel);
	uv_main_hsc->add_child(uv_edit_draw);
	uv_edit_draw->set_h_size_flags(SIZE_EXPAND_FILL);
	uv_edit_draw->set_custom_minimum_size(Size2(200, 200) * EDSCALE);
	Control *space = memnew(Control);
	uv_mode_hb->add_child(space);
	space->set_h_size_flags(SIZE_EXPAND_FILL);
	uv_menu = memnew(MenuButton);
	uv_mode_hb->add_child(uv_menu);
	uv_menu->set_text(TTR("Edit"));
	uv_menu->get_popup()->add_item(TTR("Copy Polygon to UV"), UVEDIT_POLYGON_TO_UV);
	uv_menu->get_popup()->add_item(TTR("Copy UV to Polygon"), UVEDIT_UV_TO_POLYGON);
	uv_menu->get_popup()->add_separator();