### Godot version

v4.0 rc6

### System information

Windows 10

### Issue description

When using a ViewportTexture from a SubViewport on a TextureRect, it throws errors after running the scene once and then switching scenes in the editor.
![Pasted image 20230227212626](https://user-images.githubusercontent.com/44676282/221680047-984fa03e-33d1-4856-9a7f-1700b28423cf.png)


### Steps to reproduce

Run the canvas-scene once.
Switch to another scene in the editor.
Switch back to the canvas-scene

### Minimal reproduction project

[ViewportTextureError.zip](https://github.com/godotengine/godot/files/10844099/ViewportTextureError.zip)

class SceneTreeTimer;
class Viewport;
class Window;
class World2D;
class ViewportTexture : public Texture2D {
	GDCLASS(ViewportTexture, Texture2D);
	NodePath path;
	friend class Viewport;
	Viewport *vp = nullptr;
	bool vp_pending = false;
	bool vp_changed = false;
	void _setup_local_to_scene(const Node *p_loc_scene);
	mutable RID proxy_ph;
	mutable RID proxy;
protected:
	static void _bind_methods();
public:
	void set_viewport_path_in_scene(const NodePath &p_path);
	NodePath get_viewport_path_in_scene() const;
	virtual void setup_local_to_scene() override;
	virtual int get_width() const override;
	virtual int get_height() const override;
	virtual Size2 get_size() const override;
	virtual RID get_rid() const override;
	virtual bool has_alpha() const override;
	virtual Ref<Image> get_image() const override;
	ViewportTexture();
	~ViewportTexture();
};
class Viewport : public Node {