### 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[0] = value[0].boolean ? 1 : 0;
			gui[1] = value[1].boolean ? 1 : 0;
		} break;
		case ShaderLanguage::TYPE_BVEC3: {
			uint32_t *gui = (uint32_t *)data;
			gui[0] = value[0].boolean ? 1 : 0;
			gui[1] = value[1].boolean ? 1 : 0;
			gui[2] = value[2].boolean ? 1 : 0;
		} break;
		case ShaderLanguage::TYPE_BVEC4: {
			uint32_t *gui = (uint32_t *)data;
			gui[0] = value[0].boolean ? 1 : 0;
			gui[1] = value[1].boolean ? 1 : 0;
			gui[2] = value[2].boolean ? 1 : 0;
			gui[3] = value[3].boolean ? 1 : 0;
		} break;
		case ShaderLanguage::TYPE_INT: {
			int32_t *gui = (int32_t *)data;
			gui[0] = value[0].sint;
		} break;
		case ShaderLanguage::TYPE_IVEC2: {
			int32_t *gui = (int32_t *)data;
			for (int i = 0; i < 2; i++) {
				gui[i] = value[i].sint;
			}
		} break;
		case ShaderLanguage::TYPE_IVEC3: {
			int32_t *gui = (int32_t *)data;
			for (int i = 0; i < 3; i++) {
				gui[i] = value[i].sint;