### 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)

ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
	shader_data_request_func[p_shader_type] = p_function;
}
RS::ShaderNativeSourceCode MaterialStorage::shader_get_native_source_code(RID p_shader) const {
	Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND_V(!shader, RS::ShaderNativeSourceCode());
	if (shader->data) {
		return shader->data->get_native_source_code();
	}
	return RS::ShaderNativeSourceCode();
}
void MaterialStorage::_material_uniform_set_erased(void *p_material) {
	RID rid = *(RID *)p_material;
	Material *material = MaterialStorage::get_singleton()->get_material(rid);
	if (material) {
		if (material->data) {
			
			
			MaterialStorage::get_singleton()->_material_queue_update(material, false, true);
		}
		material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
	}
}
void MaterialStorage::_material_queue_update(Material *material, bool p_uniform, bool p_texture) {