### Godot version

v4.0.rc.custom_build [b12bf7ff0]

### System information

Ubuntu 23.04 (Lunar Lobster)

### Issue description

In a spatial shader: calling textureSize with a texture with hint_screen_texture or hint_depth_texture causes a long list of errors in the terminal, hangs the editor for a minute and fails to run the shader. Shaders using textureSize built fine two weeks ago.



### Steps to reproduce

Open sample project. Errors should be printed to console right away.

[terminal_output.txt](https://github.com/godotengine/godot/files/10700615/terminal_output.txt)




### Minimal reproduction project

[textureSize.zip](https://github.com/godotengine/godot/files/10700628/textureSize.zip)

Shader for MeshInstance3D with a plane mesh:

```
shader_type spatial;

uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;

void fragment() {
    textureSize(SCREEN_TEXTURE, 0);  // <- culprit
    ALBEDO = vec3(1, 0, 0);
}
```
code += "[";
			code += itos(acnode->initializer.size());
			code += "]";
			code += "(";
			for (int i = 0; i < sz; i++) {
				code += _dump_node_code(acnode->initializer[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
				if (i != sz - 1) {
					code += ", ";
				}
			}
			code += ")";
		} break;
		case SL::Node::TYPE_ARRAY: {
			SL::ArrayNode *anode = (SL::ArrayNode *)p_node;
			bool use_fragment_varying = false;
			if (!anode->is_local && !(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) {
				if (anode->assign_expression != nullptr && shader->varyings.has(anode->name)) {
					use_fragment_varying = true;
				} else {
					if (p_assigning) {
						if (shader->varyings.has(anode->name)) {
							use_fragment_varying = true;
						}
					} else {
						if (fragment_varyings.has(anode->name)) {
							use_fragment_varying = true;
						}
					}
				}
			}