### Godot version

Godot 4.0 beta 14

### System information

Debian 11, X11 Nvidia proprietary driver, GLES3 Compatibility

### Issue description

When creating a new scene and add a Sprite2D node, the node image becomes corrupted when selecting the root node.
The problem is gone after saving & re-opening the editor.

![Screenshot from 2023-01-24 12-19-24](https://user-images.githubusercontent.com/94308700/214218462-979ed804-6128-4fbb-87d3-286de9db9e7f.png)

Selecting the root node:
![Screenshot from 2023-01-24 12-19-35](https://user-images.githubusercontent.com/94308700/214218528-944083f4-f5fc-4088-a6c8-7702215ce1a0.png)

The resource preview is wrong too.
![Screenshot from 2023-01-24 12-19-48](https://user-images.githubusercontent.com/94308700/214218557-34177eba-98cc-46aa-86f3-9f613899137a.png)


### Steps to reproduce

Pretty straightforward.

### Minimal reproduction project

Any sprite will do, i think.
creen_triangle();
		stride /= 2;
		swap = !swap;
	}
	
	variant = shrink ? CanvasSdfShaderGLES3::MODE_STORE_SHRINK : CanvasSdfShaderGLES3::MODE_STORE;
	success = sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
	if (!success) {
		return;
	}
	sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
	sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
	sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
	sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant);
	glBindTexture(GL_TEXTURE_2D, 0);
	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_read, 0);
	glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 1 : 0]);
	copy_effects->draw_screen_triangle();
	glBindTexture(GL_TEXTURE_2D, 0);
	glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
	glDeleteFramebuffers(1, &temp_fb);
	glDisable(GL_SCISSOR_TEST);
}
void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) {
	RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
	ERR_FAIL_COND(!rt);
	ERR_FAIL_COND(rt->direct_to_screen);
	if (rt->backbuffer_fbo == 0) {
		_create_render_target_backbuffer(rt);
	}
	Rect2i region;
	if (p_region == Rect2i()) {
		region.size = rt->size;
	} else {
		region = Rect2i(Size2i(), rt->size).intersection(p_region);
		if (region.size == Size2i()) {
			return; 
		}
	}
	glDisable(GL_BLEND);
	
	glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, rt->color);
	GLES3::CopyEffects::get_singleton()->copy_screen();
	if (p_gen_mipmaps) {
		GLES3::CopyEffects::get_singleton()->bilinear_blur(rt->backbuffer, rt->mipmap_count, region);
		glBindFramebuffer(GL_FRAMEBUFFER, rt->b