### 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
ClassDB::bind_method(D_METHOD("_update_bone_list"), &Polygon2DEditor::_update_bone_list);
	ClassDB::bind_method(D_METHOD("_update_polygon_editing_state"), &Polygon2DEditor::_update_polygon_editing_state);
}
Vector2 Polygon2DEditor::snap_point(Vector2 p_target) const {
	if (use_snap) {
		p_target.x = Math::snap_scalar(snap_offset.x * uv_draw_zoom - uv_draw_ofs.x, snap_step.x * uv_draw_zoom, p_target.x);
		p_target.y = Math::snap_scalar(snap_offset.y * uv_draw_zoom - uv_draw_ofs.y, snap_step.y * uv_draw_zoom, p_target.y);
	}
	return p_target;
}
Polygon2DEditor::Polygon2DEditor() {
	snap_offset = EditorSettings::get_singleton()->get_project_metadata("polygon_2d_uv_editor", "snap_offset", Vector2());
	/
	snap_step = EditorSettings::get_singleton()->get_project_metadata("polygon_2d_uv_editor", "snap_step", Vector2(8, 8));
	use_snap = EditorSettings::get_singleton()->get_project_metadata("polygon_2d_uv_editor", "snap_enabled", false);
	snap_show_grid = EditorSettings::get_singleton()->get_project_metadata("polygon_2d_uv_editor", "show_grid", false);
	button_uv = memnew(Button);
	button_uv->set_flat(true);
	add_child(button_uv);
	button_uv->set_tooltip_text(TTR("Open Polygon 2D UV editor."));
	button_uv->connect("pressed", callable_mp(this, &Polygon2DEditor::_menu_option).bind(MODE_EDIT_UV));
	uv_mode = UV_MODE_EDIT_POINT;
	uv_edit = memnew(AcceptDialog);
	add_child(uv_edit);
	uv_edit->set_title(TTR("Polygon 2D UV Editor"));
	uv_edit->connect("canceled", callable_mp(this, &Polygon2DEditor::_uv_edit_popup_hide));
	VBoxContainer *uv_main_vb = memnew(VBoxContainer);
	uv_edit->add_child(uv_main_vb);
	HBoxContainer *uv_mode_hb = memnew(HBoxContainer);