### 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)

u.append_id(uniform_buffer);
			uniforms.push_back(u);
		}
		const RID *textures = texture_cache.ptrw();
		for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {
			const int array_size = p_texture_uniforms[i].array_size;
			RD::Uniform u;
			u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
			u.binding = 1 + k;
			if (array_size > 0) {
				for (int j = 0; j < array_size; j++) {
					u.append_id(textures[k++]);
				}
			} else {
				u.append_id(textures[k++]);
			}
			uniforms.push_back(u);
		}
	}
	uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_shader_uniform_set);
	RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, MaterialStorage::_material_uniform_set_erased, &self);
	return true;
}
void MaterialStorage::MaterialData::set_as_used() {
	for (int i = 0; i < render_target_cache.size(); i++) {
		render_target_cache[i]->was_used = true;
	}
}
MaterialStorage *MaterialStorage::singleton = nullptr;
MaterialStorage *MaterialStorage::get_singleton() {