### Godot version

v4.1.1.stable.flathub [bd6af8e0e]

### System information

Linux pop-os 6.4.6-76060406-generic, RTX3060

### Issue description

Setting a texture as a global shader parameter using RenderingServer.global_shader_parameter_set() does not seem to update the shader properly. However, setting the same texture directly on the shader material using material.set("shader_parameter/mask_texture", texture) works as expected.


BTW. I am also seeing error
```
E 0:00:19:0820   sd.gd:22 @ _draw_texture(): Condition "!global_shader_uniforms.variables.has(p_name)" is true.
  <C++ Source>   servers/rendering/renderer_rd/storage_rd/material_storage.cpp:1684 @ global_shader_parameter_set()
```

### Steps to reproduce

0. Add global shader parameter of type sampler2d
1. Create a basic shader with a uniform sampler2D to accept a texture.
2. Generate a texture in GDScript (for example, a simple black/white mask).
3. Attempt to set this texture as a global shader parameter using:
```
RenderingServer.global_shader_parameter_set("uniform_name", texture)
```
4. Observe that the shader does not update with the new texture.
5. Now, set the texture directly on a material instance using:
```
material.set("shader_parameter/uniform_name", texture)
```
6. Observe that the shader updates correctly with the new texture.

Expected behavior:

Setting a global shader parameter using RenderingServer.global_shader_parameter_set() should update all shaders that utilize this global uniform, just as setting it directly on a material instance does.


### Minimal reproduction project

not included
sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
				} break;
				default: {
				}
			}
			switch (j) {
				case RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: {
					sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
					sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
					sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
				} break;
				case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
					sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT;
					sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT;
					sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_REPEAT;
				} break;
				case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
					sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
					sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
					sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
				} break;
				default: {
				}
			}
			default_rd_samplers[i][j] = RD::get_singleton()->sampler_create(sampler_state);
		}
	}
	
	sampler_rd_configure_custom(0.0f);