### 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)

return;
	}
	if (gui.subwindow_focused) {
		if (gui.subwindow_focused == p_window) {
			return; 
		}
		gui.subwindow_focused->_event_callback(DisplayServer::WINDOW_EVENT_FOCUS_OUT);
		gui.subwindow_drag = SUB_WINDOW_DRAG_DISABLED;
	} else {
		Window *this_window = Object::cast_to<Window>(this);
		if (this_window) {
			this_window->_event_callback(DisplayServer::WINDOW_EVENT_FOCUS_OUT);
		}
	}
	Window *old_focus = gui.subwindow_focused;
	gui.subwindow_focused = p_window;
	gui.subwindow_focused->_event_callback(DisplayServer::WINDOW_EVENT_FOCUS_IN);
	{ 
		SubWindow sw = gui.sub_windows[index];
		gui.sub_windows.remove_at(index);
		gui.sub_windows.push_back(sw);
		index = gui.sub_windows.size() - 1;
		_sub_window_update_order();
	}
	if (old_focus) {
		_sub_window_update(old_focus);
	}
	_sub_window_update(p_window);
}
void Viewport::_sub_window_remove(Window *p_window) {