### 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)

if (s.begins_with("param/")) {
			s = s.replace_first("param/", "shader_parameter/");
		} else if (s.begins_with("shader_param/")) {
			s = s.replace_first("shader_param/", "shader_parameter/");
		} else if (s.begins_with("shader_uniform/")) {
			s = s.replace_first("shader_uniform/", "shader_parameter/");
		} else {
			return false; 
		}
		WARN_PRINT("This material (containing shader with path: '" + shader->get_path() + "') uses an old deprecated parameter names. Consider re-saving this resource (or scene which contains it) in order for it to continue working in future versions.");
		String param = s.replace_first("shader_parameter/", "");
		remap_cache[s] = param;
		set_shader_parameter(param, p_value);
		return true;
#endif
	}
	return false;
}
bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
	if (shader.is_valid()) {
		const StringName *sn = remap_cache.getptr(p_name);
		if (sn) {
			
			r_ret = get_shader_parameter(*sn);
			return true;
		}
	}
	return false;
}
void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {