### 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
ERR_FAIL_COND(tex_from->is_proxy); 
	if (tex_to == tex_from) {
		return;
	}
	if (tex_to->canvas_texture) {
		memdelete(tex_to->canvas_texture);
		tex_to->canvas_texture = nullptr;
	}
	if (tex_to->tex_id) {
		GLES3::Utilities::get_singleton()->texture_free_data(tex_to->tex_id);
		tex_to->tex_id = 0;
	}
	Vector<RID> proxies_to_update = tex_to->proxies;
	Vector<RID> proxies_to_redirect = tex_from->proxies;
	*tex_to = *tex_from;
	tex_to->proxies = proxies_to_update; 
	if (tex_to->canvas_texture) {
		tex_to->canvas_texture->diffuse = p_texture; 
	}
	for (int i = 0; i < proxies_to_update.size(); i++) {
		texture_proxy_update(proxies_to_update[i], p_texture);
	}
	for (int i = 0; i < proxies_to_redirect.size(); i++) {
		texture_proxy_update(proxies_to_redirect[i], p_texture);
	}
	
	texture_owner.free(p_by_texture);
	texture_atlas_mark_dirty_on_texture(p_texture);
}
void TextureStorage::texture_set_size_override(RID p_texture, int p_width, int p_height) {