### 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)

ERR_FAIL_COND_EDMSG(!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units"), "Cannot set material emission intensity when Physical Light Units disabled.");
	emission_intensity = p_emission_intensity;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, emission_energy_multiplier * emission_intensity);
}
float BaseMaterial3D::get_emission_intensity() const {
	return emission_intensity;
}
void BaseMaterial3D::set_normal_scale(float p_normal_scale) {
	normal_scale = p_normal_scale;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->normal_scale, p_normal_scale);
}
float BaseMaterial3D::get_normal_scale() const {
	return normal_scale;
}
void BaseMaterial3D::set_rim(float p_rim) {
	rim = p_rim;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->rim, p_rim);
}
float BaseMaterial3D::get_rim() const {
	return rim;
}
void BaseMaterial3D::set_rim_tint(float p_rim_tint) {
	rim_tint = p_rim_tint;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->rim_tint, p_rim_tint);
}
float BaseMaterial3D::get_rim_tint() const {
	return rim_tint;
}
void BaseMaterial3D::set_ao_light_affect(float p_ao_light_affect) {