### 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)

RS::GlobalShaderParameterType gvtype = RS::GLOBAL_VAR_TYPE_MAX;
			for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) {
				if (global_var_type_names[i] == type) {
					gvtype = RS::GlobalShaderParameterType(i);
					break;
				}
			}
			ERR_CONTINUE(gvtype == RS::GLOBAL_VAR_TYPE_MAX); 
			Variant value = d["value"];
			if (gvtype >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
				
				if (!p_load_textures) {
					value = RID();
					continue;
				}
				String path = value;
				Ref<Resource> resource = ResourceLoader::load(path);
				ERR_CONTINUE(resource.is_null());
				value = resource;
			}
			if (global_shader_uniforms.variables.has(name)) {
				
				global_shader_parameter_set(name, value);
			} else {
				global_shader_parameter_add(name, gvtype, value);
			}
		}
	}
}
void MaterialStorage::global_shader_parameters_clear() {