### 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 = _get_global_shader_uniform_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);
						} else {
							
							code = actions.base_uniform_string + _mkid(vnode->name);
						}
					}
				} else {
					if (use_fragment_varying) {
						code = "frag_to_light.";
					}
					code += _mkid(vnode->name); 
				}
			}
			if (vnode->name == time_name) {
				if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX) {
					r_gen_code.uses_vertex_time = true;
				}
				if (p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_FRAGMENT) {
					r_gen_code.uses_fragment_time = true;
				}
			}
		} break;
		case SL::Node::TYPE_ARRAY_CONSTRUCT: {
			SL::ArrayConstructNode *acnode = (SL::ArrayConstructNode *)p_node;
			int sz = acnode->initializer.size();
			if (acnode->datatype == SL::TYPE_STRUCT) {
				code += _mkid(acnode->struct_name);
			} else {
				code += _typestr(acnode->datatype);
			}