### 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);
}
```
}
					}
					code += "(";
					
					
					
					bool multiview_uv_needed = false;
					for (int i = 1; i < onode->arguments.size(); i++) {
						if (i > 1) {
							code += ", ";
						}
						bool is_out_qualifier = false;
						if (is_internal_func) {
							is_out_qualifier = SL::is_builtin_func_out_parameter(vnode->name, i - 1);
						} else if (func != nullptr) {
							const SL::ArgumentQualifier qualifier = func->arguments[i - 1].qualifier;
							is_out_qualifier = qualifier == SL::ARGUMENT_QUALIFIER_OUT || qualifier == SL::ARGUMENT_QUALIFIER_INOUT;
						}
						if (is_out_qualifier) {
							StringName name;
							bool found = false;
							{
								const SL::Node *node = onode->arguments[i];
								bool done = false;
								do {
									switch (node->type) {
										case SL::Node::TYPE_VARIABLE: {
											name = static_cast<const SL::VariableNode *>(node)->name;
											done = true;
											found = true;