### 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
glBufferSubData(GL_UNIFORM_BUFFER, i * region_byte_size, region_byte_size, &global_shader_uniforms.buffer_values[i * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE]);
					global_shader_uniforms.buffer_dirty_regions[i] = false;
				}
			}
			glBindBuffer(GL_UNIFORM_BUFFER, 0);
		}
		global_shader_uniforms.buffer_dirty_region_count = 0;
	}
	if (global_shader_uniforms.must_update_buffer_materials) {
		
		
		for (const RID &E : global_shader_uniforms.materials_using_buffer) {
			Material *material = material_storage->get_material(E);
			ERR_CONTINUE(!material); 
			material_storage->_material_queue_update(material, true, false);
		}
		global_shader_uniforms.must_update_buffer_materials = false;
	}
	if (global_shader_uniforms.must_update_texture_materials) {
		
		
		for (const RID &E : global_shader_uniforms.materials_using_texture) {
			Material *material = material_storage->get_material(E);
			ERR_CONTINUE(!material); 
			material_storage->_material_queue_update(material, false, true);
		}
		global_shader_uniforms.must_update_texture_materials = false;
	}
}
RID MaterialStorage::shader_allocate() {