### 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_roughness = false;
	uses_normal = false;
	wireframe = false;
	unshaded = false;
	uses_vertex = false;
	uses_position = false;
	uses_sss = false;
	uses_transmittance = false;
	uses_screen_texture = false;
	uses_depth_texture = false;
	uses_normal_texture = false;
	uses_time = false;
	writes_modelview_or_projection = false;
	uses_world_coordinates = false;
	uses_particle_trails = false;
	ShaderCompiler::IdentifierActions actions;
	actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
	actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
	actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
	actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_modei, BLEND_MODE_ADD);
	actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MIX);
	actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_modei, BLEND_MODE_SUB);
	actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MUL);
	actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_modei, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
	actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_modei, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
	actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED);
	actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE);
	actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS);
	actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
	actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_modei, CULL_DISABLED);