### 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)

code += "		float d = msdf_median(albedo_tex.r, albedo_tex.g, albedo_tex.b, albedo_tex.a) - 0.5;\n";
		code += "		if (msdf_outline_size > 0.0) {\n";
		code += "			float cr = clamp(msdf_outline_size, 0.0, msdf_pixel_range / 2.0) / msdf_pixel_range;\n";
		code += "			albedo_tex.a = clamp((d + cr) * px_size, 0.0, 1.0);\n";
		code += "		} else {\n";
		code += "			albedo_tex.a = clamp(d * px_size + 0.5, 0.0, 1.0);\n";
		code += "		}\n";
		code += "		albedo_tex.rgb = vec3(1.0);\n";
		code += "	}\n";
	} else if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) {
		code += "	albedo_tex.rgb = mix(pow((albedo_tex.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)),vec3(2.4)),albedo_tex.rgb.rgb * (1.0 / 12.92),lessThan(albedo_tex.rgb,vec3(0.04045)));\n";
	}
	if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
		code += "	albedo_tex *= COLOR;\n";
	}
	code += "	ALBEDO = albedo.rgb * albedo_tex.rgb;\n";
	if (!orm) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	float metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_triplanar_pos),metallic_texture_channel);\n";
		} else {
			code += "	float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);\n";
		}
		code += "	METALLIC = metallic_tex * metallic;\n";
		switch (roughness_texture_channel) {
			case TEXTURE_CHANNEL_RED: {
				code += "	vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);\n";
			} break;
			case TEXTURE_CHANNEL_GREEN: {
				code += "	vec4 roughness_texture_channel = vec4(0.0,1.0,0.0,0.0);\n";
			} break;