### 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)

shader->data->set_path_hint(shader->path_hint);
		shader->data->set_code(p_code);
	}
	for (Material *E : shader->owners) {
		Material *material = E;
		material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
		_material_queue_update(material, true, true);
	}
}
void MaterialStorage::shader_set_path_hint(RID p_shader, const String &p_path) {
	Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND(!shader);
	shader->path_hint = p_path;
	if (shader->data) {
		shader->data->set_path_hint(p_path);
	}
}
String MaterialStorage::shader_get_code(RID p_shader) const {
	Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND_V(!shader, String());
	return shader->code;
}
void MaterialStorage::get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
	Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND(!shader);
	if (shader->data) {
		return shader->data->get_shader_uniform_list(p_param_list);
	}
}
void MaterialStorage::shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) {