### 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)

MSAA_DISABLED,
		MSAA_2X,
		MSAA_4X,
		MSAA_8X,
		
		MSAA_MAX
	};
	enum ScreenSpaceAA {
		SCREEN_SPACE_AA_DISABLED,
		SCREEN_SPACE_AA_FXAA,
		SCREEN_SPACE_AA_MAX
	};
	enum RenderInfo {
		RENDER_INFO_OBJECTS_IN_FRAME,
		RENDER_INFO_PRIMITIVES_IN_FRAME,
		RENDER_INFO_DRAW_CALLS_IN_FRAME,
		RENDER_INFO_MAX
	};
	enum RenderInfoType {
		RENDER_INFO_TYPE_VISIBLE,
		RENDER_INFO_TYPE_SHADOW,
		RENDER_INFO_TYPE_MAX
	};
	enum DebugDraw {