### Godot version

4.2 eca6f0e

### System information

Windows 10 x64

### Issue description


https://github.com/godotengine/godot/assets/2223172/a2796263-4e2e-4b14-a080-b3ad034cc141



### Steps to reproduce

1. Add SubViewport
2. Add Sprite2D
3. Set spirte's texture to ViewportTexture
4. Create new scene
5. Instance the new scene inside the scene with viewport
6. Make sure both scenes are opened
7. Go to instance scene and save it
8. Go to viewport scene

You will see error spam. Reloading the scene fixes it.

### Minimal reproduction project

[vip.zip](https://github.com/godotengine/godot/files/12292386/vip.zip)

#ifdef TOOLS_ENABLED
	uint64_t last_modified_time = 0;
	uint64_t import_last_modified_time = 0;
	String import_path;
#endif
	bool local_to_scene = false;
	friend class SceneState;
	Node *local_scene = nullptr;
	SelfList<Resource> remapped_list;
protected:
	virtual void _resource_path_changed();
	static void _bind_methods();
	void _set_path(const String &p_path);
	void _take_over_path(const String &p_path);
public:
	static Node *(*_get_local_scene_func)(); 
	static void (*_update_configuration_warning)(); 
	void update_configuration_warning();
	virtual bool editor_can_reload_from_file();
	virtual void reset_state(); 
	virtual Error copy_from(const Ref<Resource> &p_resource);
	virtual void reload_from_file();
	void emit_changed();
	void connect_changed(const Callable &p_callable, uint32_t p_flags = 0);
	void disconnect_changed(const Callable &p_callable);
	void set_name(const String &p_name);
	String get_name() const;
	virtual void set_path(const String &p_path, bool p_take_over = false);
	String get_path() const;
	_FORCE_INLINE_ bool is_built_in() const { return path_cache.is_empty() || path_cache.contains("::") || path_cache.begins_with("local://"); }