### 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)

code += "	unpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));\n";
			code += "	vec3 ref_normal = normalize( mix(NORMAL,TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,NORMAL_MAP_DEPTH) );\n";
		} else {
			code += "	vec3 ref_normal = NORMAL;\n";
		}
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(triplanar_texture(texture_refraction,uv1_power_normal,uv1_triplanar_pos),refraction_texture_channel) * refraction;\n";
		} else {
			code += "	vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction,base_uv),refraction_texture_channel) * refraction;\n";
		}
		code += "	float ref_amount = 1.0 - albedo.a * albedo_tex.a;\n";
		code += "	EMISSION += textureLod(screen_texture,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount * EXPOSURE;\n";
		code += "	ALBEDO *= 1.0 - ref_amount;\n";
		code += "	ALPHA = 1.0;\n";
	} else if (transparency != TRANSPARENCY_DISABLED || flags[FLAG_USE_SHADOW_TO_OPACITY] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) {
		code += "	ALPHA *= albedo.a * albedo_tex.a;\n";
	}
	if (transparency == TRANSPARENCY_ALPHA_HASH) {
		code += "	ALPHA_HASH_SCALE = alpha_hash_scale;\n";
	} else if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
		code += "	ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;\n";
	}
	if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF && (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR)) {
		code += "	ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;\n";
		code += "	ALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size);\n";
	}
	if (proximity_fade_enabled) {
		code += "	float depth_tex = textureLod(depth_texture,SCREEN_UV,0.0).r;\n";
		code += "	vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex,1.0);\n";
		code += "	world_pos.xyz/=world_pos.w;\n";