### 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);
}
```
continue; 
				}
				String vcode;
				String interp_mode = _interpstr(varying.interpolation);
				vcode += _prestr(varying.precision, ShaderLanguage::is_float_type(varying.type));
				vcode += _typestr(varying.type);
				vcode += " " + _mkid(varying_name);
				uint32_t inc = 1U;
				if (varying.array_size > 0) {
					inc = (uint32_t)varying.array_size;
					vcode += "[";
					vcode += itos(varying.array_size);
					vcode += "]";
				}
				switch (varying.type) {
					case SL::TYPE_MAT2:
						inc *= 2U;
						break;
					case SL::TYPE_MAT3:
						inc *= 3U;
						break;
					case SL::TYPE_MAT4:
						inc *= 4U;
						break;
					default:
						break;
				}
				vcode += ";\n";
				
				if (!RS::get_singleton()->is_low_end()) {