### 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)

_global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
		global_shader_uniforms.must_update_buffer_materials = true; 
	}
	global_shader_uniforms.variables[p_name] = gv;
}
void MaterialStorage::global_shader_parameter_remove(const StringName &p_name) {
	if (!global_shader_uniforms.variables.has(p_name)) {
		return;
	}
	GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
	if (gv.buffer_index >= 0) {
		global_shader_uniforms.buffer_usage[gv.buffer_index].elements = 0;
		global_shader_uniforms.must_update_buffer_materials = true;
	} else {
		global_shader_uniforms.must_update_texture_materials = true;
	}
	global_shader_uniforms.variables.erase(p_name);
}
Vector<StringName> MaterialStorage::global_shader_parameter_get_list() const {
	if (!Engine::get_singleton()->is_editor_hint()) {
		ERR_FAIL_V_MSG(Vector<StringName>(), "This function should never be used outside the editor, it can severely damage performance.");
	}
	Vector<StringName> names;
	for (const KeyValue<StringName, GlobalShaderUniforms::Variable> &E : global_shader_uniforms.variables) {
		names.push_back(E.key);
	}
	names.sort_custom<StringName::AlphCompare>();
	return names;
}
void MaterialStorage::global_shader_parameter_set(const StringName &p_name, const Variant &p_value) {