Thank you for reporting a bug to Unity.
As mentioned by the developer, the rendergraph pipeline requires specific management of global textures and its state (read/write). For the RecordRenderGraph in LayersToTexturesRenderPass.cs, you can use the following code to fix the issue.
builder.UseAllGlobalTextures(true);
Or if you are expecting to read from a specific texture, use
builder.UseTexture(myTexture);