### Godot version

v4.1.beta1.official [828ec2c5d]

### System information

Godot v4.1.beta1 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 30.0.14.7247) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)

### Issue description

Converting a project from Godot 3.5 to Godot 4.1 fails to convert the texture references on TouchScreenButton nodes. Before, my TouchScreenButton scene has a Normal and a Pressed texture assigned; after, the scene has no textures assigned!

This seems to be because the converter fails to update the TouchScreenButton node's `normal` and `pressed` properties to `texture_normal` and `texture_pressed`.

Expected behavior is, of course, that the textures convert properly.

### Steps to reproduce

1. Open repro project in Godot 3.5.*. Observe the graphics on the button in `TouchScreenButton.tscn`.
2. Convert the project to Godot 4.1.*. Observe the lack of graphics on the same button.

### Minimal reproduction project

[GD4 Touch Button Convert.zip](https://github.com/godotengine/godot/files/11928549/GD4.Touch.Button.Convert.zip)

Point2 coord = (get_global_transform_with_canvas()).affine_inverse().xform(p_point);
	bool touched = false;
	bool check_rect = true;
	if (shape.is_valid()) {
		check_rect = false;
		Vector2 pos;
		if (shape_centered && texture_normal.is_valid()) {
			pos = texture_normal->get_size() * 0.5;
		}
		touched = shape->collide(Transform2D().translated_local(pos), unit_rect, Transform2D(0, coord + Vector2(0.5, 0.5)));
	}
	if (bitmask.is_valid()) {
		check_rect = false;
		if (!touched && Rect2(Point2(), bitmask->get_size()).has_point(coord)) {
			if (bitmask->get_bitv(coord)) {
				touched = true;
			}
		}
	}
	if (!touched && check_rect) {
		if (texture_normal.is_valid()) {
			touched = Rect2(Size2(), texture_normal->get_size()).has_point(coord);
		}
	}
	return touched;
}
void TouchScreenButton::_press(int p_finger_pressed) {