### 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)

gui[2] = v.z;
				gui[3] = v.w;
			}
		} break;
		case ShaderLanguage::TYPE_FLOAT: {
			float *gui = (float *)data;
			if (p_array_size > 0) {
				const PackedFloat32Array &a = value;
				int s = a.size();
				for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
					if (i < s) {
						gui[j] = a[i];
					} else {
						gui[j] = 0;
					}
					gui[j + 1] = 0; 
					gui[j + 2] = 0; 
					gui[j + 3] = 0; 
				}
			} else {
				float v = value;
				gui[0] = v;
			}
		} break;
		case ShaderLanguage::TYPE_VEC2: {
			float *gui = (float *)data;
			if (p_array_size > 0) {
				const PackedVector2Array &a = value;
				int s = a.size();
				for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {