Wonder why it's not the default. Thanks!
Mipmapping is enabled by default in textures used in 3D, but not in 2D. If you've used the texture in a 2D context first, it may not be reimported with 3D-friendly flags by default once you start using it in 3D.
This is no longer an issue in Godot 4.0 as texture flags are now set in the location where the texture is used (e.g. a material), rather than in the texture file itself.