### 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
material->shader_mode = new_mode;
			if (material->data) {
				memdelete(material->data);
				material->data = nullptr;
			}
		}
		shader->mode = new_mode;
		if (new_mode < RS::SHADER_MAX && shader_data_request_func[new_mode]) {
			shader->data = shader_data_request_func[new_mode]();
		} else {
			shader->mode = RS::SHADER_MAX; 
		}
		for (Material *E : shader->owners) {
			Material *material = E;
			if (shader->data) {
				material->data = material_data_request_func[new_mode](shader->data);
				material->data->self = material->self;
				material->data->set_next_pass(material->next_pass);
				material->data->set_render_priority(material->priority);
			}
			material->shader_mode = new_mode;
		}
		if (shader->data) {
			for (const KeyValue<StringName, HashMap<int, RID>> &E : shader->default_texture_parameter) {
				for (const KeyValue<int, RID> &E2 : E.value) {
					shader->data->set_default_texture_parameter(E.key, E2.value, E2.key);
				}
			}
		}
	}