### 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
WARN_PRINT("Could not create texture atlas, status: " + get_framebuffer_error(status));
			return;
		}
		glViewport(0, 0, texture_atlas.size.width, texture_atlas.size.height);
		glClearColor(0.0, 0.0, 0.0, 0.0);
		glClear(GL_COLOR_BUFFER_BIT);
		glBindTexture(GL_TEXTURE_2D, 0);
	}
	glDisable(GL_BLEND);
	if (texture_atlas.textures.size()) {
		for (const KeyValue<RID, TextureAtlas::Texture> &E : texture_atlas.textures) {
			TextureAtlas::Texture *t = texture_atlas.textures.getptr(E.key);
			Texture *src_tex = get_texture(E.key);
			glActiveTexture(GL_TEXTURE0);
			glBindTexture(GL_TEXTURE_2D, src_tex->tex_id);
			copy_effects->copy_to_rect(t->uv_rect);
		}
	}
	glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
RID TextureStorage::decal_allocate() {
	return RID();
}
void TextureStorage::decal_initialize(RID p_rid) {
}
void TextureStorage::decal_set_size(RID p_decal, const Vector3 &p_size) {
}
void TextureStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) {
}
void TextureStorage::decal_set_emission_energy(RID p_decal, float p_energy) {