### 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)

camera_3d_set.insert(p_camera);
	return camera_3d_set.size() == 1;
}
void Viewport::_camera_3d_remove(Camera3D *p_camera) {
	camera_3d_set.erase(p_camera);
	if (camera_3d == p_camera) {
		camera_3d->notification(Camera3D::NOTIFICATION_LOST_CURRENT);
		camera_3d = nullptr;
	}
}
void Viewport::_camera_3d_make_next_current(Camera3D *p_exclude) {
	for (Camera3D *E : camera_3d_set) {
		if (p_exclude == E) {
			continue;
		}
		if (!E->is_inside_tree()) {
			continue;
		}
		if (camera_3d != nullptr) {
			return;
		}
		E->make_current();
	}
}
void Viewport::enable_camera_3d_override(bool p_enable) {