### Godot version

Godot Engine v4.0.beta9.mono.official.e780dc332

### System information

Vulkan API 1.3.205 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 3070 Ti Laptop GPU

### Issue description

When using a sampler2d[] in a shader, the game window will not close and the task must be killed/forced closed.  Debugging shows that the code is frozen on this method: godotsharp_internal_refcounted_disposed;




### Steps to reproduce

In the attached project, there is a shader "foliageShader.gdshader" that contains a sampler2d[].  If you run the project as is and then just click X to close the window, you should see the described behavior.  Changing the shader to a single sampler2d should cause the issue to go away.

### Minimal reproduction project

[Repro (2).zip](https://github.com/godotengine/godot/files/10298745/Repro.2.zip)

Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND(!shader);
	if (p_texture.is_valid() && TextureStorage::get_singleton()->owns_texture(p_texture)) {
		if (!shader->default_texture_parameter.has(p_name)) {
			shader->default_texture_parameter[p_name] = HashMap<int, RID>();
		}
		shader->default_texture_parameter[p_name][p_index] = p_texture;
	} else {
		if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
			shader->default_texture_parameter[p_name].erase(p_index);
			if (shader->default_texture_parameter[p_name].is_empty()) {
				shader->default_texture_parameter.erase(p_name);
			}
		}
	}
	if (shader->data) {
		shader->data->set_default_texture_parameter(p_name, p_texture, p_index);
	}
	for (Material *E : shader->owners) {
		Material *material = E;
		_material_queue_update(material, false, true);
	}
}
RID MaterialStorage::shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const {