Enabling Mipmaps in the texture's import settings and for your sprite filter settings may help this a bit.
This piece of the docs is somewhat relevant. It's talking about Viewport sizes but is effectively the same issue.
Reducing aliasing on downsampling
If the game has a very high base resolution (e.g. 3840×2160), aliasing might appear when downsampling to something considerably lower like 1280×720.
To resolve this, you can enable mipmaps on all your 2D textures. However, enabling mipmaps will increase memory usage which can be an issue on low-end mobile devices
Godot Engine documentation
The problem of multiple resolutions: Developers often have trouble understanding how to best support multiple resolutions in their games. For desktop and console games, this is more or less straigh...