### 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[5] = v.rows[1][1];
				gui[6] = v.rows[2][1];
				gui[7] = 0; 
				gui[8] = v.rows[0][2];
				gui[9] = v.rows[1][2];
				gui[10] = v.rows[2][2];
				gui[11] = 0; 
			}
		} break;
		case ShaderLanguage::TYPE_MAT4: {
			float *gui = (float *)data;
			if (p_array_size > 0) {
				const PackedFloat32Array &a = value;
				int s = a.size();
				for (int i = 0; i < p_array_size * 16; i += 16) {
					if (i + 15 < s) {
						gui[i] = a[i];
						gui[i + 1] = a[i + 1];
						gui[i + 2] = a[i + 2];
						gui[i + 3] = a[i + 3];
						gui[i + 4] = a[i + 4];
						gui[i + 5] = a[i + 5];
						gui[i + 6] = a[i + 6];
						gui[i + 7] = a[i + 7];
						gui[i + 8] = a[i + 8];
						gui[i + 9] = a[i + 9];
						gui[i + 10] = a[i + 10];
						gui[i + 11] = a[i + 11];
						gui[i + 12] = a[i + 12];
						gui[i + 13] = a[i + 13];