### 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 += "	uv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n";
		code += "	uv2_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
	}
	if (grow_enabled) {
		code += "	VERTEX+=NORMAL*grow;\n";
	}
	code += "}\n";
	code += "\n\n";
	if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
		code += "float msdf_median(float r, float g, float b, float a) {\n";
		code += "	return min(max(min(r, g), min(max(r, g), b)), a);\n";
		code += "}\n";
	}
	code += "\n\n";
	if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
		code += "vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_triplanar_pos) {\n";
		code += "	vec4 samp=vec4(0.0);\n";
		code += "	samp+= texture(p_sampler,p_triplanar_pos.xy) * p_weights.z;\n";
		code += "	samp+= texture(p_sampler,p_triplanar_pos.xz) * p_weights.y;\n";
		code += "	samp+= texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)) * p_weights.x;\n";
		code += "	return samp;\n";
		code += "}\n";
	}
	code += "\n\n";
	code += "void fragment() {\n";
	if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
		code += "	vec2 base_uv = UV;\n";
	}
	if ((features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) || (features[FEATURE_AMBIENT_OCCLUSION] && flags[FLAG_AO_ON_UV2]) || (features[FEATURE_EMISSION] && flags[FLAG_EMISSION_ON_UV2])) {