### 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)

MaterialStorage *material_storage = MaterialStorage::get_singleton();
	if (global_shader_uniforms.buffer_dirty_region_count > 0) {
		uint32_t total_regions = global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
		if (total_regions / global_shader_uniforms.buffer_dirty_region_count <= 4) {
			
			glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer);
			glBufferData(GL_UNIFORM_BUFFER, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, global_shader_uniforms.buffer_values, GL_DYNAMIC_DRAW);
			glBindBuffer(GL_UNIFORM_BUFFER, 0);
			memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * total_regions);
		} else {
			uint32_t region_byte_size = sizeof(GlobalShaderUniforms::Value) * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
			glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer);
			for (uint32_t i = 0; i < total_regions; i++) {
				if (global_shader_uniforms.buffer_dirty_regions[i]) {