### 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)

code = p_code;
	valid = false;
	ubo_size = 0;
	uniforms.clear();
	uses_collision = false;
	if (code.is_empty()) {
		return; 
	}
	ShaderCompiler::GeneratedCode gen_code;
	ShaderCompiler::IdentifierActions actions;
	actions.entry_point_stages["start"] = ShaderCompiler::STAGE_VERTEX;
	actions.entry_point_stages["process"] = ShaderCompiler::STAGE_VERTEX;
	actions.usage_flag_pointers["COLLIDED"] = &uses_collision;
	userdata_count = 0;
	for (uint32_t i = 0; i < PARTICLES_MAX_USERDATAS; i++) {
		userdatas_used[i] = false;
		actions.usage_flag_pointers["USERDATA" + itos(i + 1)] = &userdatas_used[i];
	}
	actions.uniforms = &uniforms;
	Error err = MaterialStorage::get_singleton()->shaders.compiler_particles.compile(RS::SHADER_PARTICLES, code, &actions, path, gen_code);
	ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
	if (version.is_null()) {
		version = MaterialStorage::get_singleton()->shaders.particles_process_shader.version_create();
	}
	for (uint32_t i = 0; i < PARTICLES_MAX_USERDATAS; i++) {
		if (userdatas_used[i]) {
			userdata_count++;
		}
	}