### 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
}
	}
	{
		
		List<StringName> to_delete;
		for (KeyValue<StringName, uint64_t> &E : used_global_textures) {
			if (E.value != global_textures_pass) {
				to_delete.push_back(E.key);
				GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key);
				if (v) {
					v->texture_materials.erase(self);
				}
			}
		}
		while (to_delete.front()) {
			used_global_textures.erase(to_delete.front()->get());
			to_delete.pop_front();
		}
		
		if (uses_global_textures != (global_texture_E != nullptr)) {
			if (uses_global_textures) {
				global_texture_E = material_storage->global_shader_uniforms.materials_using_texture.push_back(self);
			} else {
				material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E);
				global_texture_E = nullptr;
			}
		}
	}
}
void MaterialStorage::MaterialData::free_parameters_uniform_set(RID p_uniform_set) {