### Godot version

4.0.3.stable

### System information

Linux - Godot v4.0.3.stable - Vulkan (Forward+)

### Issue description

Disabling the shader pre-processor with `#pragma disable_preprocessor` causes errors to be displayed about built-ins being unknown. However, the shader will correctly compile and function as normal - the error is only in the shader editor.

Example screenshot:
![Screenshot from 2023-06-20 17-55-20](https://github.com/godotengine/godot/assets/19494722/06c9ea85-1e60-4f8c-8630-bbcfd13685c5)


### Steps to reproduce

1. Open project
2. Open `error-example.gdshader` in shader editor
3. Observe error

### Minimal reproduction project

[godot-4-shader-preprocessor-editor-error-minimal-reproduction-project-main.zip](https://github.com/godotengine/godot/files/11804403/godot-4-shader-preprocessor-editor-error-minimal-reproduction-project-main.zip)

Can also be found at: https://github.com/MenacingMecha/godot-4-shader-preprocessor-editor-error-minimal-reproduction-project
if (p_texture.is_valid()) {
		if (!default_textures.has(p_name)) {
			default_textures[p_name] = HashMap<int, Ref<Texture2D>>();
		}
		default_textures[p_name][p_index] = p_texture;
		RS::get_singleton()->shader_set_default_texture_parameter(shader, p_name, p_texture->get_rid(), p_index);
	} else {
		if (default_textures.has(p_name) && default_textures[p_name].has(p_index)) {
			default_textures[p_name].erase(p_index);
			if (default_textures[p_name].is_empty()) {
				default_textures.erase(p_name);
			}
		}
		RS::get_singleton()->shader_set_default_texture_parameter(shader, p_name, RID(), p_index);
	}
	emit_changed();
}
Ref<Texture2D> Shader::get_default_texture_parameter(const StringName &p_name, int p_index) const {
	if (default_textures.has(p_name) && default_textures[p_name].has(p_index)) {
		return default_textures[p_name][p_index];
	}
	return Ref<Texture2D>();
}
void Shader::get_default_texture_parameter_list(List<StringName> *r_textures) const {
	for (const KeyValue<StringName, HashMap<int, Ref<Texture2D>>> &E : default_textures) {
		r_textures->push_back(E.key);
	}
}
bool Shader::is_text_shader() const {