### 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)

ERR_FAIL_COND(global_shader_uniforms.variables.has(p_name));
	GlobalShaderUniforms::Variable gv;
	gv.type = p_type;
	gv.value = p_value;
	gv.buffer_index = -1;
	if (p_type >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
		
		global_shader_uniforms.must_update_texture_materials = true; 
	} else {
		gv.buffer_elements = 1;
		if (p_type == RS::GLOBAL_VAR_TYPE_COLOR || p_type == RS::GLOBAL_VAR_TYPE_MAT2) {
			
			gv.buffer_elements = 2;
		}
		if (p_type == RS::GLOBAL_VAR_TYPE_MAT3 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM_2D) {
			
			gv.buffer_elements = 3;
		}
		if (p_type == RS::GLOBAL_VAR_TYPE_MAT4 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM) {
			
			gv.buffer_elements = 4;
		}
		
		gv.buffer_index = _global_shader_uniform_allocate(gv.buffer_elements);
		ERR_FAIL_COND_MSG(gv.buffer_index < 0, vformat("Failed allocating global variable '%s' out of buffer memory. Consider increasing it in the Project Settings.", String(p_name)));
		global_shader_uniforms.buffer_usage[gv.buffer_index].elements = gv.buffer_elements;
		_global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);