### 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)

material->uniform_dirty = material->uniform_dirty || p_uniform;
	material->texture_dirty = material->texture_dirty || p_texture;
	if (material->update_element.in_list()) {
		return;
	}
	material_update_list.add(&material->update_element);
}
void MaterialStorage::_update_queued_materials() {
	while (material_update_list.first()) {
		Material *material = material_update_list.first()->self();
		if (material->data) {
			material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
		}
		material->texture_dirty = false;
		material->uniform_dirty = false;
		material_update_list.remove(&material->update_element);
	}
}
RID MaterialStorage::material_allocate() {
	return material_owner.allocate_rid();
}
void MaterialStorage::material_initialize(RID p_rid) {
	material_owner.initialize_rid(p_rid);
	Material *material = material_owner.get_or_null(p_rid);
	material->self = p_rid;
}
void MaterialStorage::material_free(RID p_rid) {