### 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)

uses_quarter_res = false;
	uses_position = false;
	uses_light = false;
	actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
	actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
	actions.usage_flag_pointers["TIME"] = &uses_time;
	actions.usage_flag_pointers["POSITION"] = &uses_position;
	actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;
	actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;
	actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;
	actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;
	actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;
	actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;
	actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;
	actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;
	actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;
	actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;
	actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;
	actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;
	actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;
	actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;
	actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;
	actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;
	actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;
	actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;
	actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;
	actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;
	actions.uniforms = &uniforms;
	Error err = MaterialStorage::get_singleton()->shaders.compiler_sky.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
	ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");