### 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->data->set_next_pass(material->next_pass);
	material->data->set_render_priority(material->priority);
	
	material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
	_material_queue_update(material, true, true);
}
MaterialStorage::ShaderData *MaterialStorage::material_get_shader_data(RID p_material) {
	const MaterialStorage::Material *material = MaterialStorage::get_singleton()->get_material(p_material);
	if (material && material->shader && material->shader->data) {
		return material->shader->data;
	}
	return nullptr;
}
void MaterialStorage::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
	Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_COND(!material);
	if (p_value.get_type() == Variant::NIL) {
		material->params.erase(p_param);
	} else {
		ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); 
		material->params[p_param] = p_value;
	}
	if (material->shader && material->shader->data) { 
		bool is_texture = material->shader->data->is_parameter_texture(p_param);
		_material_queue_update(material, !is_texture, is_texture);
	} else {
		_material_queue_update(material, true, true);
	}
}
Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_param) const {