### 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
if (!is_visible()) {
				uv_edit->hide();
			}
		} break;
	}
}
void Polygon2DEditor::_sync_bones() {
	Skeleton2D *skeleton = nullptr;
	if (!node->has_node(node->get_skeleton())) {
		error->set_text(TTR("The skeleton property of the Polygon2D does not point to a Skeleton2D node"));
		error->popup_centered();
	} else {
		Node *sn = node->get_node(node->get_skeleton());
		skeleton = Object::cast_to<Skeleton2D>(sn);
	}
	Array prev_bones = node->call("_get_bones");
	node->clear_bones();
	if (!skeleton) {
		error->set_text(TTR("The skeleton property of the Polygon2D does not point to a Skeleton2D node"));
		error->popup_centered();
	} else {
		for (int i = 0; i < skeleton->get_bone_count(); i++) {
			NodePath path = skeleton->get_path_to(skeleton->get_bone(i));
			Vector<float> weights;
			int wc = node->get_polygon().size();
			for (int j = 0; j < prev_bones.size(); j += 2) {
				NodePath pvp = prev_bones[j];
				Vector<float> pv = prev_bones[j + 1];
				if (pvp == path && pv.size() == wc) {
					weights = pv;