### 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 += "varying vec3 uv1_power_normal;\n";
	}
	if (flags[FLAG_UV2_USE_TRIPLANAR]) {
		code += "uniform float uv2_blend_sharpness;\n";
		code += "varying vec3 uv2_power_normal;\n";
	}
	code += "uniform vec3 uv1_scale;\n";
	code += "uniform vec3 uv1_offset;\n";
	code += "uniform vec3 uv2_scale;\n";
	code += "uniform vec3 uv2_offset;\n";
	code += "\n\n";
	code += "void vertex() {\n";
	if (flags[FLAG_SRGB_VERTEX_COLOR]) {
		code += "	if (!OUTPUT_IS_SRGB) {\n";
		code += "		COLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045)));\n";
		code += "	}\n";
	}
	if (flags[FLAG_USE_POINT_SIZE]) {
		code += "	POINT_SIZE=point_size;\n";
	}
	if (shading_mode == SHADING_MODE_PER_VERTEX) {
		code += "	ROUGHNESS=roughness;\n";
	}
	if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
		code += "	UV=UV*uv1_scale.xy+uv1_offset.xy;\n";
	}
	switch (billboard_mode) {
		case BILLBOARD_DISABLED: {
		} break;
		case BILLBOARD_ENABLED: {