### 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 += "	vec2 rim_tex = texture(texture_rim,base_uv).xy;\n";
		}
		code += "	RIM = rim*rim_tex.x;";
		code += "	RIM_TINT = rim_tint*rim_tex.y;\n";
	}
	if (features[FEATURE_CLEARCOAT]) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec2 clearcoat_tex = triplanar_texture(texture_clearcoat,uv1_power_normal,uv1_triplanar_pos).xy;\n";
		} else {
			code += "	vec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n";
		}
		code += "	CLEARCOAT = clearcoat*clearcoat_tex.x;";
		code += "	CLEARCOAT_ROUGHNESS = clearcoat_roughness*clearcoat_tex.y;\n";
	}
	if (features[FEATURE_ANISOTROPY]) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec3 anisotropy_tex = triplanar_texture(texture_flowmap,uv1_power_normal,uv1_triplanar_pos).rga;\n";
		} else {
			code += "	vec3 anisotropy_tex = texture(texture_flowmap,base_uv).rga;\n";
		}
		code += "	ANISOTROPY = anisotropy_ratio*anisotropy_tex.b;\n";
		code += "	ANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n";
	}
	if (features[FEATURE_AMBIENT_OCCLUSION]) {
		if (!orm) {
			if (flags[FLAG_AO_ON_UV2]) {
				if (flags[FLAG_UV2_USE_TRIPLANAR]) {
					code += "	AO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_triplanar_pos),ao_texture_channel);\n";
				} else {
					code += "	AO = dot(texture(texture_ambient_occlusion,base_uv2),ao_texture_channel);\n";