### 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)

material->shader_mode = new_mode;
			if (material->data) {
				memdelete(material->data);
				material->data = nullptr;
			}
		}
		shader->mode = new_mode;
		if (new_mode < RS::SHADER_MAX && shader_data_request_func[new_mode]) {
			shader->data = shader_data_request_func[new_mode]();
		} else {
			shader->mode = RS::SHADER_MAX; 
		}
		for (Material *E : shader->owners) {
			Material *material = E;
			if (shader->data) {
				material->data = material_data_request_func[new_mode](shader->data);
				material->data->self = material->self;
				material->data->set_next_pass(material->next_pass);
				material->data->set_render_priority(material->priority);
			}
			material->shader_mode = new_mode;
		}
		if (shader->data) {
			for (const KeyValue<StringName, HashMap<int, RID>> &E : shader->default_texture_parameter) {
				for (const KeyValue<int, RID> &E2 : E.value) {
					shader->data->set_default_texture_parameter(E.key, E2.value, E2.key);
				}
			}
		}
	}