### 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)

} break;
		case RS::GLOBAL_VAR_TYPE_UVEC3: {
			GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
			Vector3i v = p_value;
			bv.x = v.x;
			bv.y = v.y;
			bv.z = v.z;
			bv.w = 0;
		} break;
		case RS::GLOBAL_VAR_TYPE_UVEC4: {
			GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
			Vector<int32_t> v = p_value;
			bv.x = v.size() >= 1 ? v[0] : 0;
			bv.y = v.size() >= 2 ? v[1] : 0;
			bv.z = v.size() >= 3 ? v[2] : 0;
			bv.w = v.size() >= 4 ? v[3] : 0;
		} break;
		case RS::GLOBAL_VAR_TYPE_FLOAT: {
			GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
			float v = p_value;
			bv.x = v;
			bv.y = 0;
			bv.z = 0;
			bv.w = 0;
		} break;
		case RS::GLOBAL_VAR_TYPE_VEC2: {
			GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
			Vector2 v = p_value;
			bv.x = v.x;
			bv.y = v.y;