### 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)

memdelete_arr(global_shader_uniforms.buffer_values);
	memdelete_arr(global_shader_uniforms.buffer_usage);
	memdelete_arr(global_shader_uniforms.buffer_dirty_regions);
	RD::get_singleton()->free(global_shader_uniforms.buffer);
	
	RD::get_singleton()->free(quad_index_buffer); 
	
	for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
		for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
			RD::get_singleton()->free(default_rd_samplers[i][j]);
		}
	}
	
	for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
		for (int j = 0; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
			if (custom_rd_samplers[i][j].is_valid()) {
				RD::get_singleton()->free(custom_rd_samplers[i][j]);
			}
		}
	}
	singleton = nullptr;
}
bool MaterialStorage::free(RID p_rid) {