### Godot version

4.0.dev (d0398f62f0)

### System information

Windows 10

### Issue description

`PlaceholderTexture2D::size` property is registered as a `Vector2I`: https://github.com/godotengine/godot/blob/0daa86d70e7338506c37bee6b6e0c4aba7255d68/scene/resources/texture.cpp#L3389  
It should be a `Vector2`, as setter method use a `Vector2` and so parent class getter method.

### Steps to reproduce

N/A

### Minimal reproduction project

N/A
return compression_mode;
}
Vector<uint8_t> PortableCompressedTexture2D::_get_data() const {
	return compressed_buffer;
}
void PortableCompressedTexture2D::create_from_image(const Ref<Image> &p_image, CompressionMode p_compression_mode, bool p_normal_map, float p_lossy_quality) {
	ERR_FAIL_COND(p_image.is_null() || p_image->is_empty());
	Vector<uint8_t> buffer;
	buffer.resize(20);
	encode_uint32(p_compression_mode, buffer.ptrw());
	encode_uint32(p_image->get_format(), buffer.ptrw() + 4);
	encode_uint32(p_image->get_mipmap_count() + 1, buffer.ptrw() + 8);
	encode_uint32(p_image->get_width(), buffer.ptrw() + 12);
	encode_uint32(p_image->get_height(), buffer.ptrw() + 16);
	switch (p_compression_mode) {
		case COMPRESSION_MODE_LOSSLESS:
		case COMPRESSION_MODE_LOSSY: {
			for (int i = 0; i < p_image->get_mipmap_count() + 1; i++) {
				Vector<uint8_t> data;
				if (p_compression_mode == COMPRESSION_MODE_LOSSY) {
					data = Image::webp_lossy_packer(p_image->get_image_from_mipmap(i), p_lossy_quality);
				} else {
					data = Image::webp_lossless_packer(p_image->get_image_from_mipmap(i));
				}
				int data_len = data.size();
				buffer.resize(buffer.size() + 4);
				encode_uint32(data_len, buffer.ptrw() + buffer.size() - 4);
				buffer.append_array(data);