### 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)

actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
	actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
	actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_modei, BLEND_MODE_ADD);
	actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MIX);
	actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_modei, BLEND_MODE_SUB);
	actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MUL);
	actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_modei, BLEND_MODE_PMALPHA);
	actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_modei, BLEND_MODE_DISABLED);
	actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
	actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
	actions.usage_flag_pointers["TIME"] = &uses_time;
	actions.uniforms = &uniforms;
	Error err = MaterialStorage::get_singleton()->shaders.compiler_canvas.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
	ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
	if (version.is_null()) {
		version = MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
	}
	blend_mode = BlendMode(blend_modei);
	uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
#if 0
	print_line("**compiling shader:");
	print_line("**defines:\n");
	for (int i = 0; i < gen_code.defines.size(); i++) {
		print_line(gen_code.defines[i]);
	}
	HashMap<String, String>::Iterator el = gen_code.code.begin();
	while (el) {
		print_line("\n**code " + el->key + ":\n" + el->value);
		++el;
	}