### 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);
}
```
case SL::TYPE_IVEC3:
		case SL::TYPE_IVEC4: {
			String text = "ivec" + itos(p_type - SL::TYPE_INT + 1) + "(";
			for (int i = 0; i < p_values.size(); i++) {
				if (i > 0) {
					text += ",";
				}
				text += itos(p_values[i].sint);
			}
			text += ")";
			return text;
		} break;
		case SL::TYPE_UINT:
			return itos(p_values[0].uint) + "u";
		case SL::TYPE_UVEC2:
		case SL::TYPE_UVEC3:
		case SL::TYPE_UVEC4: {
			String text = "uvec" + itos(p_type - SL::TYPE_UINT + 1) + "(";
			for (int i = 0; i < p_values.size(); i++) {
				if (i > 0) {
					text += ",";
				}
				text += itos(p_values[i].uint) + "u";
			}
			text += ")";
			return text;
		} break;
		case SL::TYPE_FLOAT:
			return f2sp0(p_values[0].real);
		case SL::TYPE_VEC2: