### 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)

if (p_array_size > 0) {
				const PackedInt32Array &ba = value;
				int s = ba.size();
				const int *r = ba.ptr();
				int count = 2 * p_array_size;
				for (int i = 0, j = 0; i < count; i += 2, j += 4) {
					if (i < s) {
						gui[j] = r[i] ? 1 : 0;
						gui[j + 1] = r[i + 1] ? 1 : 0;
					} else {
						gui[j] = 0;
						gui[j + 1] = 0;
					}
					gui[j + 2] = 0; 
					gui[j + 3] = 0; 
				}
			} else {
				uint32_t v = value;
				gui[0] = v & 1 ? 1 : 0;
				gui[1] = v & 2 ? 1 : 0;
			}
		} break;
		case ShaderLanguage::TYPE_BVEC3: {
			uint32_t *gui = (uint32_t *)data;
			if (p_array_size > 0) {
				const PackedInt32Array &ba = value;
				int s = ba.size();
				const int *r = ba.ptr();
				int count = 3 * p_array_size;
				for (int i = 0, j = 0; i < count; i += 3, j += 4) {