### 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 *texture = texture_owner.get_or_null(p_texture);
	ERR_FAIL_COND(!texture);
	texture->redraw_if_visible = p_enable;
}
Size2 TextureStorage::texture_size_with_proxy(RID p_texture) {
	const Texture *texture = texture_owner.get_or_null(p_texture);
	ERR_FAIL_COND_V(!texture, Size2());
	if (texture->is_proxy) {
		const Texture *proxy = texture_owner.get_or_null(texture->proxy_to);
		return Size2(proxy->width, proxy->height);
	} else {
		return Size2(texture->width, texture->height);
	}
}
RID TextureStorage::texture_get_rd_texture(RID p_texture, bool p_srgb) const {