### 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);
}
```
default:
									break;
							}
							if (correct_texture_uniform && !RS::get_singleton()->is_low_end()) {
								
								String sampler_name;
								bool is_depth_texture = false;
								bool is_normal_roughness_texture = false;
								if (actions.custom_samplers.has(texture_uniform)) {
									sampler_name = actions.custom_samplers[texture_uniform];
								} else {
									if (shader->uniforms.has(texture_uniform)) {
										const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[texture_uniform];
										if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) {
											is_screen_texture = true;
										} else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
											is_depth_texture = true;
										} else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) {
											is_normal_roughness_texture = true;
										}
										sampler_name = _get_sampler_name(u.filter, u.repeat);
									} else {
										bool found = false;
										for (int j = 0; j < function->arguments.size(); j++) {
											if (function->arguments[j].name == texture_uniform) {
												if (function->arguments[j].tex_builtin_check) {
													ERR_CONTINUE(!actions.custom_samplers.has(function->arguments[j].tex_builtin));
													sampler_name = actions.custom_samplers[function->arguments[j].tex_builtin];
													found = true;
													break;