### 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.
ackbuffer_fbo);
	}
	glEnable(GL_BLEND); 
}
void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color) {
	RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
	ERR_FAIL_COND(!rt);
	ERR_FAIL_COND(rt->direct_to_screen);
	if (rt->backbuffer_fbo == 0) {
		_create_render_target_backbuffer(rt);
	}
	Rect2i region;
	if (p_region == Rect2i()) {
		
		glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
		glClearColor(p_color.r, p_color.g, p_color.b, p_color.a);
		glClear(GL_COLOR_BUFFER_BIT);
	} else {
		region = Rect2i(Size2i(), rt->size).intersection(p_region);
		if (region.size == Size2i()) {
			return; 
		}
		glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
		GLES3::CopyEffects::get_singleton()->set_color(p_color, region);
	}
}
void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) {
	RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
	ERR_FAIL_COND(!rt);
	if (rt->backbuffer_fbo == 0) {
		_create_render_target_backbuffer(rt);
	}
	Rect2i region;
	if (p_region == Rect2i()) {
		region.size = rt->size;
	} else {
		region = Rect2i(Size2i(), rt->size).intersection(p_region);
		if (region.size == Size2i()) {
			return; 
		}
	}
	GLES3::CopyEffects::get_singleton()->bilinear_blur(rt->backbuffer, rt->mipmap_count, region);
	glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
}
#endif 
