### Godot version

v4.1.stable.official [970459615]

### System information

Godot v4.1.stable - Windows 10.0.22621 (this is what "copy system info" says, but I'm running Windows 11 Home) - Vulkan (Compatibility) - NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.3168) - 12th Gen Intel(R) Core(TM) i7-12700F (20 Threads)

### Issue description

Adding a NoiseTexture3D to a Visual Shader crashes Godot.

### Steps to reproduce

- In a new project, create a "MeshInstance3D"
- Set the mesh to any mesh that has the "Surface Material Overide" property (New BoxMesh for instance)
- In said property, create a "New ShaderMaterial"
- Set the ShaderMaterial's shader to a new shader, with the type: "VisualShader"
- Edit the VisualShader
- Add a Texture3D node
- Set the texture to "New NoiseTexture3D"

Godot then crashes (note, the crash takes place even if you remove the "MeshInstance3D")

### Minimal reproduction project

N/A
protected:
	static void _bind_methods();
	void _validate_property(PropertyInfo &p_property) const;
public:
	void set_noise(Ref<Noise> p_noise);
	Ref<Noise> get_noise();
	void set_width(int p_width);
	void set_height(int p_height);
	void set_depth(int p_depth);
	void set_invert(bool p_invert);
	bool get_invert() const;
	void set_seamless(bool p_seamless);
	bool get_seamless();
	void set_seamless_blend_skirt(real_t p_blend_skirt);
	real_t get_seamless_blend_skirt();
	void set_normalize(bool p_normalize);
	bool is_normalized() const;
	void set_color_ramp(const Ref<Gradient> &p_gradient);
	Ref<Gradient> get_color_ramp() const;
	virtual int get_width() const override;
	virtual int get_height() const override;
	virtual int get_depth() const override;
	virtual RID get_rid() const override;
	virtual Vector<Ref<Image>> get_data() const override;
	virtual Image::Format get_format() const override;
	NoiseTexture3D();
	virtual ~NoiseTexture3D();
};
#endif