### Godot version

4.0.beta10

### System information

Windows 10, GLES3, NVidia RTX 3090

### Issue description

I have a shader which does not specify `repeat_enable` on its sampler2D. One of the meshes I am using requires wrapped UVs to look correct, but it looks wrong when using rendering driver OpenGL3.

The shader in question is mtoon from the godot-vrm project. Here is the full code of the simplified shader which reproduces the problem (second from right):
![image](https://user-images.githubusercontent.com/39946030/209799506-cfb593c7-fbdf-4c9c-b2c2-ed31bf15f5a8.png)
```glsl
shader_type spatial;

uniform sampler2D _MainTex : source_color, hint_default_white;

void fragment() {
	ALBEDO = texture(_MainTex, UV).rgb;
}

```

Here is the example scene from the MRP which shows the materials side by side.

![image showing several different shaders which should look the same](https://user-images.githubusercontent.com/39946030/209798540-9e38f7af-06ab-4202-83ad-dcbc3ec1084a.png)

The rightmost example is the original shader I was testing.
Second rightmost was the shader simplified to only the texture sample and nothing else.
Third from right is the same shader but with the `: repeat_enable` hint.

The leftmost one turns blue if the UV is outside of the [0,0] .. [1,1] square, showing that this mesh relies on texture repeat to be enabled.

Finally the two in the middle are Standard Material and the same but converted to a shader and simplified to just one texture read. This was my control, since Standard always adds explicit `repeat_enable` to materials.


P.S. I also think `repeat_enable` and `hint_default_white` shouldn't exist, since they are default. Failing that, the documentation should be updated to say that these are default settings.

### Steps to reproduce

1. Open the attached project
2. Some meshes have a vertical line and the wrong color and no texture detail. This is because the texture is clamped.

If this bug is fixed, all meshes should look roughly the same except the debug one on the left.

### Minimal reproduction project

[repeat_enable.zip](https://github.com/godotengine/godot/files/10313713/repeat_enable.zip)

HashMap<StringName, uint64_t>::Iterator E = used_global_textures.find(uniform_name);
					if (!E) {
						E = used_global_textures.insert(uniform_name, global_textures_pass);
						v->texture_materials.insert(self);
					} else {
						E->value = global_textures_pass;
					}
					textures.push_back(v->override.get_type() != Variant::NIL ? v->override : v->value);
				}
			} else {
				WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly.");
			}
		} else {
			HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(uniform_name);
			if (V) {
				if (V->value.is_array()) {
					Array array = (Array)V->value;
					if (uniform_array_size > 0) {
						for (int j = 0; j < array.size(); j++) {
							textures.push_back(array[j]);
						}
					} else {
						if (array.size() > 0) {
							textures.push_back(array[0]);
						}
					}
				} else {
					textures.push_back(V->value);
				}
			}