### 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)

} break;
				case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
					sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
					sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
					if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
						sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
					} else {
						sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
					}
				} break;
				case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
					sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
					sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
					if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
						sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
					} else {
						sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
					}
					sampler_state.use_anisotropy = true;
					sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
				} break;
				case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
					sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
					sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
					if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
						sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
					} else {
						sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
					}
					sampler_state.use_anisotropy = true;