### 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)

actions.usage_flag_pointers["CUSTOM2"] = &uses_custom2;
	actions.usage_flag_pointers["CUSTOM3"] = &uses_custom3;
	actions.usage_flag_pointers["BONE_INDICES"] = &uses_bones;
	actions.usage_flag_pointers["BONE_WEIGHTS"] = &uses_weights;
	actions.uniforms = &uniforms;
	Error err = MaterialStorage::get_singleton()->shaders.compiler_scene.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
	ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
	if (version.is_null()) {
		version = MaterialStorage::get_singleton()->shaders.scene_shader.version_create();
	}
	depth_draw = DepthDraw(depth_drawi);
	depth_test = DepthTest(depth_testi);
	cull_mode = Cull(cull_modei);
	blend_mode = BlendMode(blend_modei);
	alpha_antialiasing_mode = AlphaAntiAliasing(alpha_antialiasing_modei);
	vertex_input_mask = uint32_t(uses_normal);
	vertex_input_mask |= uses_tangent << 1;
	vertex_input_mask |= uses_color << 2;
	vertex_input_mask |= uses_uv << 3;
	vertex_input_mask |= uses_uv2 << 4;
	vertex_input_mask |= uses_custom0 << 5;
	vertex_input_mask |= uses_custom1 << 6;
	vertex_input_mask |= uses_custom2 << 7;
	vertex_input_mask |= uses_custom3 << 8;
	vertex_input_mask |= uses_bones << 9;
	vertex_input_mask |= uses_weights << 10;
	uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
	uses_vertex_time = gen_code.uses_vertex_time;
	uses_fragment_time = gen_code.uses_fragment_time;
#if 0