### Godot version

4.0.dev (f581f21dd61a8fb581b80d07755cdf60c95d146d)

### System information

Windows 10 - Ryzen 7 - 4070ti

### Issue description

When using the threaded resource loader, textures on materials are lost.

This is the scene being loaded in the IDE:
![image](https://github.com/godotengine/godot/assets/1945449/232dd16b-81c4-49cf-a980-3efcfa97ff79)

This is the result in runtime:
![image](https://github.com/godotengine/godot/assets/1945449/235176d3-6058-4bed-8fbe-cad14a5e0d32)


### Steps to reproduce

Use code such as the following to load a scene:
```
func _load_scene(p_scene_path):
	var new_scene : PackedScene
	if ResourceLoader.has_cached(p_scene_path):
		# Load cached scene
		new_scene = ResourceLoader.load(p_scene_path)
	else:
		# Start the loading in a thread
		ResourceLoader.load_threaded_request(p_scene_path)

		# Loop waiting for the scene to load
		while true:
			var progress := []
			var res := ResourceLoader.load_threaded_get_status(p_scene_path, progress)
			if res != ResourceLoader.THREAD_LOAD_IN_PROGRESS:
				break;

			_progress_bar = progress[0]
			await get_tree().create_timer(0.1).timeout

		# Get the loaded scene
		new_scene = ResourceLoader.load_threaded_get(p_scene_path)
	
	$CanvasLayer.visible = false
	add_child(new_scene.instantiate())
```

Now create a scene to load that has a material with a texture.

### Minimal reproduction project

[TestResourceLoader.zip](https://github.com/godotengine/godot/files/11549692/TestResourceLoader.zip)

if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
		code += "uniform float alpha_scissor_threshold;\n";
	} else if (transparency == TRANSPARENCY_ALPHA_HASH) {
		code += "uniform float alpha_hash_scale;\n";
	}
	
	if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF &&
			(transparency == TRANSPARENCY_ALPHA_SCISSOR || transparency == TRANSPARENCY_ALPHA_HASH)) {
		code += "uniform float alpha_antialiasing_edge;\n";
		code += "uniform ivec2 albedo_texture_size;\n";
	}
	code += "uniform float point_size : hint_range(0,128);\n";
	
	if (!orm) {
		code += "uniform float roughness : hint_range(0,1);\n";
		code += "uniform sampler2D texture_metallic : hint_default_white," + texfilter_str + ";\n";
		code += "uniform vec4 metallic_texture_channel;\n";
		switch (roughness_texture_channel) {
			case TEXTURE_CHANNEL_RED: {
				code += "uniform sampler2D texture_roughness : hint_roughness_r," + texfilter_str + ";\n";
			} break;
			case TEXTURE_CHANNEL_GREEN: {
				code += "uniform sampler2D texture_roughness : hint_roughness_g," + texfilter_str + ";\n";
			} break;
			case TEXTURE_CHANNEL_BLUE: {
				code += "uniform sampler2D texture_roughness : hint_roughness_b," + texfilter_str + ";\n";
			} break;
			case TEXTURE_CHANNEL_ALPHA: {
				code += "uniform sampler2D texture_roughness : hint_roughness_a," + texfilter_str + ";\n";