### 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)

GLES3::Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_COND_V(!material, true);
	if (material->shader && material->shader->data) {
		if (material->shader->data->casts_shadows()) {
			return true;
		} else if (material->next_pass.is_valid()) {
			return material_casts_shadows(material->next_pass);
		}
	}
	return true; 
}
void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {
	GLES3::Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_COND(!material);
	if (material->shader && material->shader->data) {
		material->shader->data->get_instance_param_list(r_parameters);
		if (material->next_pass.is_valid()) {
			material_get_instance_shader_parameters(material->next_pass, r_parameters);
		}
	}
}
void MaterialStorage::material_update_dependency(RID p_material, DependencyTracker *p_instance) {