### 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);
}
```
include_stack.resize(include_stack.size() - 1);
				}
			} else {
				includes[current].push_back(l);
			}
		}
		
		for (const KeyValue<String, Vector<String>> &E : includes) {
			if (E.key.is_empty()) {
				if (p_path == "") {
					print_line("--Main Shader--");
				} else {
					print_line("--" + p_path + "--");
				}
			} else {
				print_line("--" + E.key + "--");
			}
			int err_line = -1;
			for (int i = 0; i < include_positions.size(); i++) {
				if (include_positions[i].file == E.key) {
					err_line = include_positions[i].line;
				}
			}
			const Vector<String> &V = E.value;
			for (int i = 0; i < V.size(); i++) {
				if (i == err_line - 1) {
					
					
					print_line(vformat("E%4d-> %s", i + 1, V[i]));
				} else {