### 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)

BIND_ENUM_CONSTANT(TEXTURE_ORM);
	BIND_ENUM_CONSTANT(TEXTURE_MAX);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_MAX);
	BIND_ENUM_CONSTANT(DETAIL_UV_1);
	BIND_ENUM_CONSTANT(DETAIL_UV_2);
	BIND_ENUM_CONSTANT(TRANSPARENCY_DISABLED);
	BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA);
	BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_SCISSOR);
	BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_HASH);
	BIND_ENUM_CONSTANT(TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
	BIND_ENUM_CONSTANT(TRANSPARENCY_MAX);
	BIND_ENUM_CONSTANT(SHADING_MODE_UNSHADED);
	BIND_ENUM_CONSTANT(SHADING_MODE_PER_PIXEL);
	BIND_ENUM_CONSTANT(SHADING_MODE_PER_VERTEX);
	BIND_ENUM_CONSTANT(SHADING_MODE_MAX);
	BIND_ENUM_CONSTANT(FEATURE_EMISSION);
	BIND_ENUM_CONSTANT(FEATURE_NORMAL_MAPPING);
	BIND_ENUM_CONSTANT(FEATURE_RIM);
	BIND_ENUM_CONSTANT(FEATURE_CLEARCOAT);
	BIND_ENUM_CONSTANT(FEATURE_ANISOTROPY);
	BIND_ENUM_CONSTANT(FEATURE_AMBIENT_OCCLUSION);
	BIND_ENUM_CONSTANT(FEATURE_HEIGHT_MAPPING);
	BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_SCATTERING);
	BIND_ENUM_CONSTANT(FEATURE_SUBSURFACE_TRANSMITTANCE);