### 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)

uint64_t event_count = 0;
	void _process_dirty_canvas_parent_orders();
protected:
	void _set_size(const Size2i &p_size, const Size2i &p_size_2d_override, bool p_allocated);
	Size2i _get_size() const;
	Size2i _get_size_2d_override() const;
	bool _is_size_allocated() const;
	void _notification(int p_what);
	void _process_picking();
	static void _bind_methods();
public:
	void canvas_parent_mark_dirty(Node *p_node);
	uint64_t get_processed_events_count() const { return event_count; }