### 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);
}
```
} break;
										case SL::Node::TYPE_MEMBER: {
											node = static_cast<const SL::MemberNode *>(node)->owner;
										} break;
										default: {
											done = true;
										} break;
									}
								} while (!done);
							}
							if (found && p_actions.write_flag_pointers.has(name)) {
								*p_actions.write_flag_pointers[name] = true;
							}
						}
						String node_code = _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
						if (is_texture_func && i == 1) {
							
							StringName texture_uniform;
							bool correct_texture_uniform = false;
							switch (onode->arguments[i]->type) {
								case SL::Node::TYPE_VARIABLE: {
									const SL::VariableNode *varnode = static_cast<const SL::VariableNode *>(onode->arguments[i]);
									texture_uniform = varnode->name;
									correct_texture_uniform = true;
								} break;
								case SL::Node::TYPE_ARRAY: {
									const SL::ArrayNode *anode = static_cast<const SL::ArrayNode *>(onode->arguments[i]);
									texture_uniform = anode->name;
									correct_texture_uniform = true;
								} break;