### 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)

uint8_t *data = &p_buffer[offset];
		HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(E.key);
		if (V) {
			
			_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->value, data);
		} else if (E.value.default_value.size()) {
			
			_fill_std140_ubo_value(E.value.type, E.value.default_value, data);
			
		} else {
			
			if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
				
				_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data);
			} else {
				
				_fill_std140_ubo_empty(E.value.type, E.value.array_size, data);
			}
		}
	}
	if (uses_global_buffer != (global_buffer_E != nullptr)) {
		if (uses_global_buffer) {
			global_buffer_E = material_storage->global_shader_uniforms.materials_using_buffer.push_back(self);
		} else {
			material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E);
			global_buffer_E = nullptr;
		}
	}
}
MaterialData::~MaterialData() {