### 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
uses_quarter_res = false;
	uses_position = false;
	uses_light = false;
	actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
	actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
	actions.usage_flag_pointers["TIME"] = &uses_time;
	actions.usage_flag_pointers["POSITION"] = &uses_position;
	actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;
	actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;
	actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;
	actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;
	actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;
	actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;
	actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;
	actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;
	actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;
	actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;
	actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;
	actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;
	actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;
	actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;
	actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;
	actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;
	actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;
	actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;
	actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;
	actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;
	actions.uniforms = &uniforms;
	Error err = MaterialStorage::get_singleton()->shaders.compiler_sky.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
	ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");