### Godot version

4.0.beta16

### System information

Windows 10 Pro x64, GLES3, RTX 3080 Ti (528.02)

### Issue description

In Compatibility/GLES3 back-end, shaders which use a uniform to get the normal roughness buffer cannot compile. For example, the shader:
```glsl
shader_type spatial;

uniform sampler2D normal_roughness_texture : hint_normal_roughness_texture;

void fragment() {
    vec4 sample = texture(normal_roughness_texture, UV);
}
```
results in an error in the output:
```
  drivers/gles3/shader_gles3.cpp:242 - SceneShaderGLES3: Fragment shader compilation failed:
  0(890) : error C1503: undefined variable "normal_roughness_buffer"
  
  drivers/gles3/shader_gles3.cpp:342 - Method/function failed.
```

If I switch over to the Mobile or Forward+ backends, there is no shader compilation error.

### Steps to reproduce

Open the attached reproduction in the 4.0.beta16 editor.

When the scene is opened, the error is produced automatically:
1. Open `scene.tscn`
2. Open Output to review error

When the scene is saved with any changes made to the shader, the same error is also produced:
1. Open `scene.tscn`
2. Open `example.gdshader` in the shader editor.
3. Make a compile-able change to the shader.
4. Save the scene
5. Open Output to review the error

### Minimal reproduction project

[NormalRoughnessTexture_GLES3_Error.zip](https://github.com/godotengine/godot/files/10534253/NormalRoughnessTexture_GLES3_Error.zip)

switch (p_node->type) {
		case Node::TYPE_OPERATOR: {
			const OperatorNode *op_node = static_cast<const OperatorNode *>(p_node);
			for (int i = int(op_node->op == OP_CALL); i < op_node->arguments.size(); i++) {
				if (!_check_node_constness(op_node->arguments[i])) {
					return false;
				}
			}
		} break;
		case Node::TYPE_CONSTANT:
			break;
		case Node::TYPE_VARIABLE: {
			const VariableNode *varn = static_cast<const VariableNode *>(p_node);
			if (!varn->is_const) {
				return false;
			}
		} break;
		case Node::TYPE_ARRAY: {
			const ArrayNode *arrn = static_cast<const ArrayNode *>(p_node);
			if (!arrn->is_const) {
				return false;
			}
		} break;
		default:
			return false;
	}
	return true;
}
bool ShaderLanguage::_validate_assign(Node *p_node, const FunctionInfo &p_function_info, String *r_message) {