### 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)

return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex);
}
bool SceneShaderData::casts_shadows() const {
	bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture;
	bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha;
	bool has_alpha = has_base_alpha || uses_blend_alpha;
	return !has_alpha || (uses_depth_prepass_alpha && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
}
RS::ShaderNativeSourceCode SceneShaderData::get_native_source_code() const {
	return MaterialStorage::get_singleton()->shaders.scene_shader.version_get_native_source_code(version);
}
SceneShaderData::SceneShaderData() {
	valid = false;
	uses_screen_texture = false;
}
SceneShaderData::~SceneShaderData() {
	if (version.is_valid()) {
		MaterialStorage::get_singleton()->shaders.scene_shader.version_free(version);
	}
}
GLES3::ShaderData *GLES3::_create_scene_shader_func() {
	SceneShaderData *shader_data = memnew(SceneShaderData);
	return shader_data;
}
void SceneMaterialData::set_render_priority(int p_priority) {
	priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; 
}
void SceneMaterialData::set_next_pass(RID p_pass) {