### Godot version

4.0.3, 4.1.dev 4 [5c2295ff5]

### System information

Godot v4.1.dev (5c2295ff5) - Garuda Linux ZEN SMP PREEMPT_DYNAMIC Wed, 24 May 2023 17:43:43 +0000 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU () - 11th Gen Intel(R) Core(TM) i5-11400H @ 2.70GHz (12 Threads)

### Issue description

In Godot 3, Polygon2D UV editor followed the texture's filer parameters, making it easy to edit polygons for pixelart sprites.
![image](https://github.com/godotengine/godot/assets/71876471/c814ac20-23d5-4f44-b124-a6e915e9e878)
However, the same doesn't happen in Godot 4, where the expected result is the `texture_filter` parameter of `Polygon2D` node being respected. Instead, a linear filter is used. Project defaults are ignored, too. 
![image](https://github.com/godotengine/godot/assets/71876471/3c7b23e6-a85d-432f-95c0-e6cbf898c9c0)

### Possible fix
It seems to be fixable by adding `uv_edit_draw->set_texture_filter(node->get_texture_filter_in_tree());` to `Polygon2DEditor::_menu_option` function in `editor/plugins/polygon_2d_editor_plugin.cpp.` That way, the window's texture filter is set accordingly every time a polygon is being edited. However, I'm not experienced enough in C++ to consider this fix safe and clean. 

I used `get_texture_filter_in_tree()` instead of `get_texture_filter` to account for `TEXTURE_FILTER_PARENT_NODE`. 

### Steps to reproduce

1. Add a Polygon2D node and assign a pixelart texture to it. This lock can be used as a reference. 
![lock](https://github.com/godotengine/godot/assets/71876471/984f06d4-935a-4a3c-a7dd-2e6456267c87)
2. Set the node's Texture filter to "Nearest".
3. Open the UV editor of that node and behold the blurred version of the sprite.

### Minimal reproduction project

N/A
/
	Ref<Texture2D> handle = get_theme_icon(SNAME("EditorPathSharpHandle"), SNAME("EditorIcons"));
	Color poly_line_color = Color(0.9, 0.5, 0.5);
	if (polygons.size() || polygon_create.size()) {
		poly_line_color.a *= 0.25;
	}
	Color polygon_line_color = Color(0.5, 0.5, 0.9);
	Vector<Color> polygon_fill_color;
	{
		Color pf = polygon_line_color;
		pf.a *= 0.5;
		polygon_fill_color.push_back(pf);
	}
	Color prev_color = Color(0.5, 0.5, 0.5);
	Rect2 rect;
	int uv_draw_max = uvs.size();
	uv_draw_max -= node->get_internal_vertex_count();
	if (uv_draw_max < 0) {
		uv_draw_max = 0;
	}
	for (int i = 0; i < uvs.size(); i++) {
		int next = uv_draw_max > 0 ? (i + 1) % uv_draw_max : 0;
		if (i < uv_draw_max && uv_drag && uv_move_current == UV_MODE_EDIT_POINT && EDITOR_GET("editors/polygon_editor/show_previous_outline")) {
			uv_edit_draw->draw_line(mtx.xform(points_prev[i]), mtx.xform(points_prev[next]), prev_color, Math::round(EDSCALE));
		}
		Vector2 next_point = uvs[next];
		if (uv_create && i == uvs.size() - 1) {
			next_point = uv_create_to;
		}
		if (i < uv_draw_max) { /