### Godot version

Godot 4.0 beta 14

### System information

Debian 11, X11 Nvidia proprietary driver, GLES3 Compatibility

### Issue description

When creating a new scene and add a Sprite2D node, the node image becomes corrupted when selecting the root node.
The problem is gone after saving & re-opening the editor.

![Screenshot from 2023-01-24 12-19-24](https://user-images.githubusercontent.com/94308700/214218462-979ed804-6128-4fbb-87d3-286de9db9e7f.png)

Selecting the root node:
![Screenshot from 2023-01-24 12-19-35](https://user-images.githubusercontent.com/94308700/214218528-944083f4-f5fc-4088-a6c8-7702215ce1a0.png)

The resource preview is wrong too.
![Screenshot from 2023-01-24 12-19-48](https://user-images.githubusercontent.com/94308700/214218557-34177eba-98cc-46aa-86f3-9f613899137a.png)


### Steps to reproduce

Pretty straightforward.

### Minimal reproduction project

Any sprite will do, i think.
opy_effects->copy_to_rect(t->uv_rect);
		}
	}
	glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
RID TextureStorage::decal_allocate() {
	return RID();
}
void TextureStorage::decal_initialize(RID p_rid) {
}
void TextureStorage::decal_set_size(RID p_decal, const Vector3 &p_size) {
}
void TextureStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) {
}
void TextureStorage::decal_set_emission_energy(RID p_decal, float p_energy) {
}
void TextureStorage::decal_set_albedo_mix(RID p_decal, float p_mix) {
}
void TextureStorage::decal_set_modulate(RID p_decal, const Color &p_modulate) {
}
void TextureStorage::decal_set_cull_mask(RID p_decal, uint32_t p_layers) {
}
void TextureStorage::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) {
}
void TextureStorage::decal_set_fade(RID p_decal, float p_above, float p_below) {
}
void TextureStorage::decal_set_normal_fade(RID p_decal, float p_fade) {
}
AABB TextureStorage::decal_get_aabb(RID p_decal) const {
	return AABB();
}
GLuint TextureStorage::system_fbo = 0;
void TextureStorage::_update_render_target(RenderTarget *rt) {
	
	if (rt->size.x <= 0 || rt->size.y <= 0) {
		return;
	}
	
	if (rt->direct_to_screen) {
		rt->fbo = system_fbo;
		return;
	}
	Config *config = Config::get_singleton();
	rt->color_internal_format = rt->is_transparent ? GL_RGBA8 : GL_RGB10_A2;
	rt->color_format = GL_RGBA;
	rt->color_type = rt->is_transparent ? GL_UNSIGNED_BYTE : GL_UNSIGNED_INT_2_10_10_10_REV;
	rt->image_format = Image::FORMAT_RGBA8;
	glDisable(GL_SCISSOR_TEST);
	glColorMask(1, 1, 1, 1);
	glDepthMask(GL_FALSE);
	{
		Texture *texture;
		bool use_multiview = rt->view_count > 1 && config->multiview_supported;
		GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
		
		glGenFramebuffers(1, &rt->fbo);
		glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
		
		if (rt->overridden.color.is_valid()) {
			texture = get_texture(rt->overridden.color);
			ERR_FAIL_COND(!texture);
			rt->color = te