### 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)

tex_uniform_count += uint32_t(p_texture_uniforms[i].array_size > 0 ? p_texture_uniforms[i].array_size : 1);
	}
	if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {
		texture_cache.resize(tex_uniform_count);
		render_target_cache.clear();
		p_textures_dirty = true;
		
		if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
			RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
			RD::get_singleton()->free(uniform_set);
			uniform_set = RID();
		}
	}
	if (p_textures_dirty && tex_uniform_count) {
		update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true);
	}
	if (p_ubo_size == 0 && (p_texture_uniforms.size() == 0)) {
		
		return false;
	}
	if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
		
		return false;
	}
	Vector<RD::Uniform> uniforms;
	{
		if (p_ubo_size) {
			RD::Uniform u;
			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
			u.binding = 0;