### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Godot v4.0.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.1694) - Intel(R) Core(TM) i5-10600KF CPU @ 4.10GHz (12 Threads)

### Issue description

There is no way to set the filter or repeat mode of a sampler2D array, trying to do so using shader hints `filter_nearest`/`filter_linear` or `repeat_enable`/`repeat_disable` results in an error:
`error(3): This hint is not supported for uniform arrays.`

Note: not a duplicate of #62472, which applies to `sampler2DArray`s, but not arrays of `sampler2D`s

### Steps to reproduce

```
shader_type spatial;

uniform sampler2D[8] textures : source_color, filter_nearest;
```

### Minimal reproduction project

N/A
_set_error(vformat(RTR("Allowed instance uniform indices must be within [0..%d] range."), MAX_INSTANCE_UNIFORM_INDICES - 1));
										return ERR_PARSE_ERROR;
									}
									tk = _get_token();
									if (tk.type != TK_PARENTHESIS_CLOSE) {
										_set_expected_error(")");
										return ERR_PARSE_ERROR;
									}
								} break;
								case TK_HINT_SCREEN_TEXTURE: {
									new_hint = ShaderNode::Uniform::HINT_SCREEN_TEXTURE;
									--texture_uniforms;
									--texture_binding;
								} break;
								case TK_HINT_NORMAL_ROUGHNESS_TEXTURE: {
									new_hint = ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE;
									--texture_uniforms;
									--texture_binding;
									if (OS::get_singleton()->get_current_rendering_method() != "forward_plus") {
										_set_error(RTR("'hint_normal_roughness_texture' is only available when using the Forward+ backend."));
										return ERR_PARSE_ERROR;
									}
									if (String(shader_type_identifier) != "spatial") {
										_set_error(vformat(RTR("'hint_normal_roughness_texture' is not supported in '%s' shaders."), shader_type_identifier));
										return ERR_PARSE_ERROR;
									}
								} break;
								case TK_HINT_DEPTH_TEXTURE: {
									new_hint = ShaderNode::Uniform::HINT_DEPTH_TEXTURE;
									--texture_uniforms;