### 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)

} break;
		case ShaderLanguage::TYPE_MAT3: {
			memset(data, 0, 48 * p_array_size);
		} break;
		case ShaderLanguage::TYPE_MAT4: {
			memset(data, 0, 64 * p_array_size);
		} break;
		default: {
		}
	}
}
void ShaderData::set_path_hint(const String &p_hint) {
	path = p_hint;
}
void ShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
	if (!p_texture.is_valid()) {
		if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
			default_texture_params[p_name].erase(p_index);
			if (default_texture_params[p_name].is_empty()) {
				default_texture_params.erase(p_name);
			}
		}
	} else {
		if (!default_texture_params.has(p_name)) {
			default_texture_params[p_name] = HashMap<int, RID>();
		}
		default_texture_params[p_name][p_index] = p_texture;
	}
}
Variant ShaderData::get_default_parameter(const StringName &p_parameter) const {