### 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);
}
```
String tb;
	for (int i = 0; i < p_level; i++) {
		tb += "\t";
	}
	return tb;
}
static String _typestr(SL::DataType p_type) {
	String type = ShaderLanguage::get_datatype_name(p_type);
	if (!RS::get_singleton()->is_low_end() && ShaderLanguage::is_sampler_type(p_type)) {
		type = type.replace("sampler", "texture"); 
	}
	return type;
}
static int _get_datatype_alignment(SL::DataType p_type) {
	switch (p_type) {
		case SL::TYPE_VOID:
			return 0;
		case SL::TYPE_BOOL:
			return 4;
		case SL::TYPE_BVEC2:
			return 8;
		case SL::TYPE_BVEC3:
			return 16;
		case SL::TYPE_BVEC4:
			return 16;
		case SL::TYPE_INT: