### 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
} else {
				ERR_FAIL_COND(p_layers[i]->get_width() != valid_width);
				ERR_FAIL_COND(p_layers[i]->get_height() != valid_height);
				ERR_FAIL_COND(p_layers[i]->get_format() != valid_format);
				ERR_FAIL_COND(p_layers[i]->has_mipmaps() != valid_mipmaps);
			}
		}
	}
	Texture texture;
	texture.width = image->get_width();
	texture.height = image->get_height();
	texture.alloc_width = texture.width;
	texture.alloc_height = texture.height;
	texture.mipmaps = image->get_mipmap_count() + 1;
	texture.format = image->get_format();
	texture.type = Texture::TYPE_LAYERED;
	texture.layered_type = p_layered_type;
	texture.target = p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D_ARRAY;
	texture.layers = p_layers.size();
	_get_gl_image_and_format(Ref<Image>(), texture.format, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false);
	texture.total_data_size = p_layers[0]->get_image_data_size(texture.width, texture.height, texture.format, texture.mipmaps) * texture.layers;
	texture.active = true;
	glGenTextures(1, &texture.tex_id);
	GLES3::Utilities::get_singleton()->texture_allocated_data(texture.tex_id, texture.total_data_size, "Texture Layered");
	texture_owner.initialize_rid(p_texture, texture);
	for (int i = 0; i < p_layers.size(); i++) {
		_texture_set_data(p_texture, p_layers[i], i, i == 0);
	}
}
void TextureStorage::texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) {