### 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
TextureStorage *texture_storage = TextureStorage::get_singleton();
	MaterialStorage *material_storage = MaterialStorage::get_singleton();
#ifdef TOOLS_ENABLED
	Texture *roughness_detect_texture = nullptr;
	RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R;
	Texture *normal_detect_texture = nullptr;
#endif
	bool uses_global_textures = false;
	global_textures_pass++;
	for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {
		const StringName &uniform_name = p_texture_uniforms[i].name;
		int uniform_array_size = p_texture_uniforms[i].array_size;
		Vector<RID> textures;
		if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
				p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
				p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
			continue;
		}
		if (p_texture_uniforms[i].global) {
			uses_global_textures = true;
			GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(uniform_name);
			if (v) {
				if (v->buffer_index >= 0) {
					WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it changed type and is no longer a texture!.");
				} else {