### 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)

DEBUG_DRAW_DISABLED,
		DEBUG_DRAW_UNSHADED,
		DEBUG_DRAW_LIGHTING,
		DEBUG_DRAW_OVERDRAW,
		DEBUG_DRAW_WIREFRAME,
		DEBUG_DRAW_NORMAL_BUFFER,
		DEBUG_DRAW_VOXEL_GI_ALBEDO,
		DEBUG_DRAW_VOXEL_GI_LIGHTING,
		DEBUG_DRAW_VOXEL_GI_EMISSION,
		DEBUG_DRAW_SHADOW_ATLAS,
		DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS,
		DEBUG_DRAW_SCENE_LUMINANCE,
		DEBUG_DRAW_SSAO,
		DEBUG_DRAW_SSIL,
		DEBUG_DRAW_PSSM_SPLITS,
		DEBUG_DRAW_DECAL_ATLAS,
		DEBUG_DRAW_SDFGI,
		DEBUG_DRAW_SDFGI_PROBES,
		DEBUG_DRAW_GI_BUFFER,
		DEBUG_DRAW_DISABLE_LOD,
		DEBUG_DRAW_CLUSTER_OMNI_LIGHTS,
		DEBUG_DRAW_CLUSTER_SPOT_LIGHTS,
		DEBUG_DRAW_CLUSTER_DECALS,
		DEBUG_DRAW_CLUSTER_REFLECTION_PROBES,
		DEBUG_DRAW_OCCLUDERS,
		DEBUG_DRAW_MOTION_VECTORS,
	};
	enum DefaultCanvasItemTextureFilter {