### 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)

if (global_shader_uniforms.buffer_dirty_regions[i]) {
					RD::get_singleton()->buffer_update(global_shader_uniforms.buffer, i * region_byte_size, region_byte_size, &global_shader_uniforms.buffer_values[i * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE]);
					global_shader_uniforms.buffer_dirty_regions[i] = false;
				}
			}
		}
		global_shader_uniforms.buffer_dirty_region_count = 0;
	}
	if (global_shader_uniforms.must_update_buffer_materials) {
		
		
		for (const RID &E : global_shader_uniforms.materials_using_buffer) {
			Material *material = material_storage->get_material(E);
			ERR_CONTINUE(!material); 
			material_storage->_material_queue_update(material, true, false);
		}
		global_shader_uniforms.must_update_buffer_materials = false;
	}
	if (global_shader_uniforms.must_update_texture_materials) {
		
		
		for (const RID &E : global_shader_uniforms.materials_using_texture) {
			Material *material = material_storage->get_material(E);
			ERR_CONTINUE(!material); 
			material_storage->_material_queue_update(material, false, true);
		}
		global_shader_uniforms.must_update_texture_materials = false;
	}
}
RID MaterialStorage::shader_allocate() {