### 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)

if (version.is_valid()) {
		MaterialStorage::get_singleton()->shaders.canvas_shader.version_free(version);
	}
}
GLES3::ShaderData *GLES3::_create_canvas_shader_func() {
	CanvasShaderData *shader_data = memnew(CanvasShaderData);
	return shader_data;
}
void CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
	update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
}
void CanvasMaterialData::bind_uniforms() {
	
	glBindBufferBase(GL_UNIFORM_BUFFER, RasterizerCanvasGLES3::MATERIAL_UNIFORM_LOCATION, uniform_buffer);
	RID *textures = texture_cache.ptrw();
	ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();
	for (int ti = 0; ti < texture_cache.size(); ti++) {
		Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);
		glActiveTexture(GL_TEXTURE1 + ti); 
		glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id);
		if (texture->render_target) {
			texture->render_target->used_in_frame = true;
		}
		texture->gl_set_filter(filter_from_uniform[int(texture_uniforms[ti].filter)]);
		texture->gl_set_repeat(repeat_from_uniform[int(texture_uniforms[ti].repeat)]);
	}
}
CanvasMaterialData::~CanvasMaterialData() {