### 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 (!shader.is_null()) {
		List<PropertyInfo> list;
		shader->get_shader_uniform_list(&list, true);
		HashMap<String, HashMap<String, List<PropertyInfo>>> groups;
		LocalVector<Pair<String, LocalVector<String>>> vgroups;
		{
			HashMap<String, List<PropertyInfo>> none_subgroup;
			none_subgroup.insert("<None>", List<PropertyInfo>());
			groups.insert("<None>", none_subgroup);
		}
		String last_group = "<None>";
		String last_subgroup = "<None>";
		bool is_none_group_undefined = true;
		bool is_none_group = true;
		for (List<PropertyInfo>::Element *E = list.front(); E; E = E->next()) {
			if (E->get().usage == PROPERTY_USAGE_GROUP) {
				if (!E->get().name.is_empty()) {
					Vector<String> vgroup = E->get().name.split("::");
					last_group = vgroup[0];
					if (vgroup.size() > 1) {
						last_subgroup = vgroup[1];
					} else {
						last_subgroup = "<None>";
					}
					is_none_group = false;
					if (!groups.has(last_group)) {
						PropertyInfo info;
						info.usage = PROPERTY_USAGE_GROUP;
						info.name = last_group.capitalize();
						info.hint_string = "shader_parameter/";