### 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 *material = material_owner.get_or_null(p_rid);
	ERR_FAIL_COND(!material);
	material_set_shader(p_rid, RID()); 
	material->dependency.deleted_notify(p_rid);
	material_owner.free(p_rid);
}
void MaterialStorage::material_set_shader(RID p_material, RID p_shader) {
	GLES3::Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_COND(!material);
	if (material->data) {
		memdelete(material->data);
		material->data = nullptr;
	}
	if (material->shader) {
		material->shader->owners.erase(material);
		material->shader = nullptr;
		material->shader_mode = RS::SHADER_MAX;
	}
	if (p_shader.is_null()) {
		material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
		material->shader_id = 0;
		return;
	}
	Shader *shader = get_shader(p_shader);
	ERR_FAIL_COND(!shader);
	material->shader = shader;
	material->shader_mode = shader->mode;
	material->shader_id = p_shader.get_local_index();