### 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
GlobalShaderUniforms::Variable *gv = material_storage->global_shader_uniforms.variables.getptr(E.key);
			uint32_t index = 0;
			if (gv) {
				index = gv->buffer_index;
			} else {
				WARN_PRINT("Shader uses global parameter '" + E.key + "', but it was removed at some point. Material will not display correctly.");
			}
			uint32_t offset = p_uniform_offsets[E.value.order];
			uint32_t *intptr = (uint32_t *)&p_buffer[offset];
			*intptr = index;
			uses_global_buffer = true;
			continue;
		}
		
		uint32_t offset = p_uniform_offsets[E.value.order];
#ifdef DEBUG_ENABLED
		uint32_t size = 0U;
		
		if (E.value.array_size > 0) {
			size = ShaderLanguage::get_datatype_size(E.value.type) * E.value.array_size;
			int m = (16 * E.value.array_size);
			if ((size % m) != 0U) {
				size += m - (size % m);
			}
		} else {
			size = ShaderLanguage::get_datatype_size(E.value.type);
		}
		ERR_CONTINUE(offset + size > p_buffer_size);
#endif