### 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
gui[5] = value[3].real;
			gui[6] = 0;
			gui[7] = 0;
		} break;
		case ShaderLanguage::TYPE_MAT3: {
			float *gui = reinterpret_cast<float *>(data);
			gui[0] = value[0].real;
			gui[1] = value[1].real;
			gui[2] = value[2].real;
			gui[3] = 0;
			gui[4] = value[3].real;
			gui[5] = value[4].real;
			gui[6] = value[5].real;
			gui[7] = 0;
			gui[8] = value[6].real;
			gui[9] = value[7].real;
			gui[10] = value[8].real;
			gui[11] = 0;
		} break;
		case ShaderLanguage::TYPE_MAT4: {
			float *gui = reinterpret_cast<float *>(data);
			for (int i = 0; i < 16; i++) {
				gui[i] = value[i].real;
			}
		} break;
		default: {
		}
	}
}
_FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, int p_array_size, uint8_t *data) {