### 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
actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
		actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
		actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
		actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
		actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
		actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
		actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
		actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
		actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
		actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
		actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
		actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
		actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
		actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
		actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
		actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
		actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
		actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
		actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
		actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
		actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
		actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
		actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";
		actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
		actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
		actions.global_buffer_array_variable = "global_shader_uniforms";
		shaders.compiler_sky.initialize(actions);
	}
}
MaterialStorage::~MaterialStorage() {