### Godot version

v4.0.beta17.official [c40020513]

### System information

Windows 11, OpenGL (Compatibility), RTX 2060 (31.0.15.2824)

### Issue description

I tried to make a blurred panel for a ui element with texturelod via shader:

```glsl
shader_type canvas_item;

uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap_anisotropic;
uniform float blur_amount : hint_range(0.0, 5.0);

void fragment() {
	vec4 blurred = textureLod(SCREEN_TEXTURE, SCREEN_UV, blur_amount);
	COLOR = blurred;
}
```

but what I got instead is this:
![image](https://user-images.githubusercontent.com/72286622/217170426-49f6712d-47ef-4c53-b9f1-30d8ad868084.png)

vulkan renderer does not exhibit this issue:
![image](https://user-images.githubusercontent.com/72286622/217170565-a013c712-94f6-49d1-b9ec-091c28a7790b.png)


### Steps to reproduce

1. Add a TextureRect node
2. Add a Panel node to overlay the previously added node
3. Apply the blur shader to the panel node

### Minimal reproduction project

N/A
Texture *tex = texture_owner.get_or_null(p_texture);
	ERR_FAIL_COND(!tex);
	ERR_FAIL_COND(!tex->is_proxy);
	Texture *proxy_to = texture_owner.get_or_null(p_proxy_to);
	ERR_FAIL_COND(!proxy_to);
	ERR_FAIL_COND(proxy_to->is_proxy);
	if (tex->proxy_to.is_valid()) {
		Texture *prev_tex = texture_owner.get_or_null(tex->proxy_to);
		ERR_FAIL_COND(!prev_tex);
		prev_tex->proxies.erase(p_texture);
	}
	*tex = *proxy_to;
	tex->proxy_to = p_proxy_to;
	tex->is_render_target = false;
	tex->is_proxy = true;
	tex->proxies.clear();
	tex->canvas_texture = nullptr;
	tex->tex_id = 0;
	proxy_to->proxies.push_back(p_texture);
}
void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) {
	
	
	Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
	image->fill(Color(1, 0, 1, 1));
	texture_2d_initialize(p_texture, image);
}
void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) {