### 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
Texture *t = texture_owner.get_or_null(p_texture);
	ERR_FAIL_COND(!t);
	ERR_FAIL_COND(t->is_render_target);
	if (t->canvas_texture) {
		memdelete(t->canvas_texture);
	}
	if (t->tex_id != 0) {
		if (!t->is_external) {
			GLES3::Utilities::get_singleton()->texture_free_data(t->tex_id);
		}
		t->tex_id = 0;
	}
	if (t->is_proxy && t->proxy_to.is_valid()) {
		Texture *proxy_to = texture_owner.get_or_null(t->proxy_to);
		if (proxy_to) {
			proxy_to->proxies.erase(p_texture);
		}
	}
	texture_atlas_remove_texture(p_texture);
	for (int i = 0; i < t->proxies.size(); i++) {
		Texture *p = texture_owner.get_or_null(t->proxies[i]);
		ERR_CONTINUE(!p);
		p->proxy_to = RID();
		p->tex_id = 0;
	}
	texture_owner.free(p_texture);
}
void TextureStorage::texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) {