### Godot version

4.2.dev3

### System information

Godot v4.2.dev3 - Arch Linux #0~20230811.g489fabdc SMP PREEMPT_DYNAMIC Sat Aug 12 02:04:20 UT - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 535.98) - Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz (8 Threads)

### Issue description

After turning on 2d hdr and font msdf at the same time, there is a problem with ui text rendering.

2d hdr off:
![图片](https://github.com/godotengine/godot/assets/52148221/37074fde-a0ce-4d3f-8bfc-dcf3f910cb12)
2d hdr on:
![图片](https://github.com/godotengine/godot/assets/52148221/b858899c-e08f-4bac-b0d6-4385d9a46114)


### Steps to reproduce

1. Open msdf for default font or custom font.
2. Turn on 2d hdr.
3. Add a Label node and enter text, the text rendering is destroyed.

### Minimal reproduction project

N/A
tex->rd_texture_srgb = RID();
		tex->render_target = rt;
		
		
		RD::TextureView view;
		view.format_override = rt->color_format;
		if (!rt->is_transparent) {
			view.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
		}
		tex->rd_texture = RD::get_singleton()->texture_create_shared(view, rt->color);
		if (rt->color_format_srgb != RD::DATA_FORMAT_MAX) {
			view.format_override = rt->color_format_srgb;
			tex->rd_texture_srgb = RD::get_singleton()->texture_create_shared(view, rt->color);
		}
		tex->rd_view = view;
		tex->width = rt->size.width;
		tex->height = rt->size.height;
		tex->width_2d = rt->size.width;
		tex->height_2d = rt->size.height;
		tex->rd_format = rt->color_format;
		tex->rd_format_srgb = rt->color_format_srgb;
		tex->format = rt->image_format;
		tex->validated_format = rt->use_hdr ? Image::FORMAT_RGBAH : Image::FORMAT_RGBA8;
		Vector<RID> proxies = tex->proxies; 
		for (int i = 0; i < proxies.size(); i++) {
			texture_proxy_update(proxies[i], rt->texture);
		}
	}
}
void TextureStorage::_create_render_target_backbuffer(RenderTarget *rt) {