### 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)

}
	if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
		
		code += "	TANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x);\n";
		code += "	TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.y);\n";
		code += "	TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z);\n";
		code += "	TANGENT = normalize(TANGENT);\n";
		code += "	BINORMAL = vec3(0.0,1.0,0.0) * abs(NORMAL.x);\n";
		code += "	BINORMAL+= vec3(0.0,0.0,-1.0) * abs(NORMAL.y);\n";
		code += "	BINORMAL+= vec3(0.0,1.0,0.0) * abs(NORMAL.z);\n";
		code += "	BINORMAL = normalize(BINORMAL);\n";
	}
	if (flags[FLAG_UV1_USE_TRIPLANAR]) {
		if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
			code += "	uv1_power_normal=pow(abs(mat3(MODEL_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n";
			code += "	uv1_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n";
		} else {
			code += "	uv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n";
			code += "	uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n";
		}
		code += "	uv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n";
		code += "	uv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
	}
	if (flags[FLAG_UV2_USE_TRIPLANAR]) {
		if (flags[FLAG_UV2_USE_WORLD_TRIPLANAR]) {
			code += "	uv2_power_normal=pow(abs(mat3(MODEL_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n";
			code += "	uv2_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n";
		} else {
			code += "	uv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n";
			code += "	uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n";