### 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)

const GLES3::Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_COND_V(!material, Variant());
	if (material->params.has(p_param)) {
		return material->params[p_param];
	} else {
		return Variant();
	}
}
void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) {
	GLES3::Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_COND(!material);
	if (material->next_pass == p_next_material) {
		return;
	}
	material->next_pass = p_next_material;
	if (material->data) {
		material->data->set_next_pass(p_next_material);
	}
	material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
}
void MaterialStorage::material_set_render_priority(RID p_material, int priority) {