### 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);
}
```
}
		case ShaderLanguage::TYPE_IVEC2: {
			return "floatBitsToInt(" + p_buffer + "[" + p_index + "].xy)";
		}
		case ShaderLanguage::TYPE_IVEC3: {
			return "floatBitsToInt(" + p_buffer + "[" + p_index + "].xyz)";
		}
		case ShaderLanguage::TYPE_IVEC4: {
			return "floatBitsToInt(" + p_buffer + "[" + p_index + "].xyzw)";
		}
		case ShaderLanguage::TYPE_UINT: {
			return "floatBitsToUint(" + p_buffer + "[" + p_index + "].x)";
		}
		case ShaderLanguage::TYPE_UVEC2: {
			return "floatBitsToUint(" + p_buffer + "[" + p_index + "].xy)";
		}
		case ShaderLanguage::TYPE_UVEC3: {
			return "floatBitsToUint(" + p_buffer + "[" + p_index + "].xyz)";
		}
		case ShaderLanguage::TYPE_UVEC4: {
			return "floatBitsToUint(" + p_buffer + "[" + p_index + "].xyzw)";
		}
		case ShaderLanguage::TYPE_FLOAT: {
			return "(" + p_buffer + "[" + p_index + "].x)";
		}
		case ShaderLanguage::TYPE_VEC2: {
			return "(" + p_buffer + "[" + p_index + "].xy)";
		}
		case ShaderLanguage::TYPE_VEC3: {
			return "(" + p_buffer + "[" + p_index + "].xyz)";