### Godot version

v4.1.dev.custom_build [18112ba36]

### System information

Linux Mint 21.1, NVIDIA GeForce GTX 1050 Ti,  Vulkan API 1.3.205

### Issue description

This is a regression from #64388. 

Textures seem to be used differently in 2D and 3D. They are rendered using the `RID` in 3D, and changing the `viewport_path` will cause the `RID` to change.

https://github.com/godotengine/godot/assets/30386067/ad393fe8-50c1-4a89-870d-58d4e224bcc6


### Steps to reproduce

1. Download and import MRP.
2. Open 1.tscn, and try to switch the `viewport_path` of the `MeshInstance3D:mesh:material:albedo_texture` in the MeshInstance3D node.
3. After switching, the MeshInstance3D is rendered as white in the editor;
4. Close and then reopen 1.tscn.

### Minimal reproduction project

[ViewportTexture-change-viewport_path.zip](https://github.com/godotengine/godot/files/11509010/ViewportTexture-change-viewport_path.zip)

ERR_FAIL_NULL(p_control);
	ERR_FAIL_COND(!Object::cast_to<Control>((Object *)p_control));
	ERR_FAIL_COND(p_control->is_inside_tree());
	ERR_FAIL_COND(p_control->get_parent() != nullptr);
	Control *drag_preview = _gui_get_drag_preview();
	if (drag_preview) {
		memdelete(drag_preview);
	}
	p_control->set_as_top_level(true);
	p_control->set_position(gui.last_mouse_pos);
	p_base->get_root_parent_control()->add_child(p_control); 
	p_control->move_to_front();
	gui.drag_preview_id = p_control->get_instance_id();
}
Control *Viewport::_gui_get_drag_preview() {
	if (gui.drag_preview_id.is_null()) {
		return nullptr;
	} else {
		Control *drag_preview = Object::cast_to<Control>(ObjectDB::get_instance(gui.drag_preview_id));
		if (!drag_preview) {
			ERR_PRINT("Don't free the control set as drag preview.");
			gui.drag_preview_id = ObjectID();
		}
		return drag_preview;
	}
}
void Viewport::_gui_remove_root_control(List<Control *>::Element *RI) {