### 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)

gui[0] = v.basis.rows[0][0];
				gui[1] = v.basis.rows[1][0];
				gui[2] = v.basis.rows[2][0];
				gui[3] = 0;
				gui[4] = v.basis.rows[0][1];
				gui[5] = v.basis.rows[1][1];
				gui[6] = v.basis.rows[2][1];
				gui[7] = 0;
				gui[8] = v.basis.rows[0][2];
				gui[9] = v.basis.rows[1][2];
				gui[10] = v.basis.rows[2][2];
				gui[11] = 0;
				gui[12] = v.origin.x;
				gui[13] = v.origin.y;
				gui[14] = v.origin.z;
				gui[15] = 1;
			} else {
				Projection v = value;
				for (int i = 0; i < 4; i++) {
					for (int j = 0; j < 4; j++) {
						gui[i * 4 + j] = v.columns[i][j];
					}
				}
			}
		} break;
		default: {
		}
	}
}
_FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::ConstantNode::Value> &value, uint8_t *data) {