### 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)

const GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND_V(!shader, RID());
	if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
		return shader->default_texture_parameter[p_name][p_index];
	}
	return RID();
}
Variant MaterialStorage::shader_get_parameter_default(RID p_shader, const StringName &p_param) const {
	Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND_V(!shader, Variant());
	if (shader->data) {
		return shader->data->get_default_parameter(p_param);
	}
	return Variant();
}
RS::ShaderNativeSourceCode MaterialStorage::shader_get_native_source_code(RID p_shader) const {
	Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND_V(!shader, RS::ShaderNativeSourceCode());
	if (shader->data) {
		return shader->data->get_native_source_code();
	}
	return RS::ShaderNativeSourceCode();
}
void MaterialStorage::_material_queue_update(GLES3::Material *material, bool p_uniform, bool p_texture) {