### 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)

PROJECTION_PERSPECTIVE,
			PROJECTION_ORTHOGONAL
		};
		Projection projection = Projection::PROJECTION_PERSPECTIVE;
		real_t fov = 0.0;
		real_t size = 0.0;
		real_t z_near = 0.0;
		real_t z_far = 0.0;
		RID rid;
		operator bool() const {
			return rid != RID();
		}
	} camera_3d_override;
	friend class Camera3D;
	Camera3D *camera_3d = nullptr;
	HashSet<Camera3D *> camera_3d_set;
	Camera3D *get_camera_3d() const;
	void _camera_3d_transform_changed_notify();
	void _camera_3d_set(Camera3D *p_camera);