### 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)

GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND(!shader);
	shader->code = p_code;
	String mode_string = ShaderLanguage::get_shader_type(p_code);
	RS::ShaderMode new_mode;
	if (mode_string == "canvas_item") {
		new_mode = RS::SHADER_CANVAS_ITEM;
	} else if (mode_string == "particles") {
		new_mode = RS::SHADER_PARTICLES;
	} else if (mode_string == "spatial") {
		new_mode = RS::SHADER_SPATIAL;
	} else if (mode_string == "sky") {
		new_mode = RS::SHADER_SKY;
		
		
	} else {
		new_mode = RS::SHADER_MAX;
		ERR_PRINT("shader type " + mode_string + " not supported in OpenGL renderer");
	}
	if (new_mode != shader->mode) {
		if (shader->data) {
			memdelete(shader->data);
			shader->data = nullptr;
		}
		for (Material *E : shader->owners) {
			Material *material = E;