### Godot version

4.0.dev (f581f21dd61a8fb581b80d07755cdf60c95d146d)

### System information

Windows 10 - Ryzen 7 - 4070ti

### Issue description

When using the threaded resource loader, textures on materials are lost.

This is the scene being loaded in the IDE:
![image](https://github.com/godotengine/godot/assets/1945449/232dd16b-81c4-49cf-a980-3efcfa97ff79)

This is the result in runtime:
![image](https://github.com/godotengine/godot/assets/1945449/235176d3-6058-4bed-8fbe-cad14a5e0d32)


### Steps to reproduce

Use code such as the following to load a scene:
```
func _load_scene(p_scene_path):
	var new_scene : PackedScene
	if ResourceLoader.has_cached(p_scene_path):
		# Load cached scene
		new_scene = ResourceLoader.load(p_scene_path)
	else:
		# Start the loading in a thread
		ResourceLoader.load_threaded_request(p_scene_path)

		# Loop waiting for the scene to load
		while true:
			var progress := []
			var res := ResourceLoader.load_threaded_get_status(p_scene_path, progress)
			if res != ResourceLoader.THREAD_LOAD_IN_PROGRESS:
				break;

			_progress_bar = progress[0]
			await get_tree().create_timer(0.1).timeout

		# Get the loaded scene
		new_scene = ResourceLoader.load_threaded_get(p_scene_path)
	
	$CanvasLayer.visible = false
	add_child(new_scene.instantiate())
```

Now create a scene to load that has a material with a texture.

### Minimal reproduction project

[TestResourceLoader.zip](https://github.com/godotengine/godot/files/11549692/TestResourceLoader.zip)

}
			} else {
				if (flags[FLAG_UV1_USE_TRIPLANAR]) {
					code += "	AO = dot(triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_triplanar_pos),ao_texture_channel);\n";
				} else {
					code += "	AO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n";
				}
			}
		} else {
			code += "	AO = orm_tex.r;\n";
		}
		code += "	AO_LIGHT_AFFECT = ao_light_affect;\n";
	}
	if (features[FEATURE_SUBSURFACE_SCATTERING]) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	float sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_triplanar_pos).r;\n";
		} else {
			code += "	float sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n";
		}
		code += "	SSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n";
	}
	if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance,uv1_power_normal,uv1_triplanar_pos);\n";
		} else {
			code += "	vec4 trans_color_tex = texture(texture_subsurface_transmittance,base_uv);\n";
		}
		code += "	SSS_TRANSMITTANCE_COLOR=transmittance_color*trans_color_tex;\n";
		code += "	SSS_TRANSMITTANCE_DEPTH=transmittance_depth;\n";
		code += "	SSS_TRANSMITTANCE_BOOST=transmittance_boost;\n";