### 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);
}
```
if (shader->uniforms.has(vnode->name)) {
					
					const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[vnode->name];
					if (u.texture_order >= 0) {
						StringName name = vnode->name;
						if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) {
							name = "color_buffer";
							if (u.filter >= ShaderLanguage::FILTER_NEAREST_MIPMAP) {
								r_gen_code.uses_screen_texture_mipmaps = true;
							}
							r_gen_code.uses_screen_texture = true;
						} else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) {
							name = "normal_roughness_buffer";
							r_gen_code.uses_normal_roughness_texture = true;
						} else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
							name = "depth_buffer";
							r_gen_code.uses_depth_texture = true;
						} else {
							name = _mkid(vnode->name); 
						}
						code = name;
					} else {
						
						if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
							code = actions.base_uniform_string + _mkid(vnode->name); 
							
							code = _get_global_shader_uniform_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);
						} else if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
							
							code = "(" + p_default_actions.instance_uniform_index_variable + "+" + itos(u.instance_index) + ")";