In theory, scaling a node down means the computer has to make decisions about what to do with the pixels, and as your game changes from frame to frame, the decisions might change in a way that causes jitter. There's different scaling algorithms that prioritize different things, and I can't remember where in godot you control these settings... i thought it was in the project settings but it might be elsewhere
Or maybe I misunderstand what you mean by jitter?
I can't tell what's wrong from the images you posted. the character looks a bit blurry, but that seems like it's just the way the art was made... and the lines look a little janky, but again, that seems normal...