### 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)

gui[i + 14] = a[i + 14];
						gui[i + 15] = a[i + 15];
					} else {
						gui[i] = 1;
						gui[i + 1] = 0;
						gui[i + 2] = 0;
						gui[i + 3] = 0;
						gui[i + 4] = 0;
						gui[i + 5] = 1;
						gui[i + 6] = 0;
						gui[i + 7] = 0;
						gui[i + 8] = 0;
						gui[i + 9] = 0;
						gui[i + 10] = 1;
						gui[i + 11] = 0;
						gui[i + 12] = 0;
						gui[i + 13] = 0;
						gui[i + 14] = 0;
						gui[i + 15] = 1;
					}
				}
			} else if (value.get_type() == Variant::TRANSFORM3D) {
				Transform3D v = value;
				gui[0] = v.basis.rows[0][0];
				gui[1] = v.basis.rows[1][0];
				gui[2] = v.basis.rows[2][0];
				gui[3] = 0;
				gui[4] = v.basis.rows[0][1];
				gui[5] = v.basis.rows[1][1];
				gui[6] = v.basis.rows[2][1];