### 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 (proximity_fade_enabled) {
		code += "uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;";
	}
	if (features[FEATURE_NORMAL_MAPPING]) {
		code += "uniform sampler2D texture_normal : hint_roughness_normal," + texfilter_str + ";\n";
		code += "uniform float normal_scale : hint_range(-16,16);\n";
	}
	if (features[FEATURE_RIM]) {
		code += "uniform float rim : hint_range(0,1);\n";
		code += "uniform float rim_tint : hint_range(0,1);\n";
		code += "uniform sampler2D texture_rim : hint_default_white," + texfilter_str + ";\n";
	}
	if (features[FEATURE_CLEARCOAT]) {
		code += "uniform float clearcoat : hint_range(0,1);\n";
		code += "uniform float clearcoat_roughness : hint_range(0,1);\n";
		code += "uniform sampler2D texture_clearcoat : hint_default_white," + texfilter_str + ";\n";
	}
	if (features[FEATURE_ANISOTROPY]) {
		code += "uniform float anisotropy_ratio : hint_range(0,256);\n";
		code += "uniform sampler2D texture_flowmap : hint_anisotropy," + texfilter_str + ";\n";
	}
	if (features[FEATURE_AMBIENT_OCCLUSION]) {
		code += "uniform sampler2D texture_ambient_occlusion : hint_default_white, " + texfilter_str + ";\n";
		code += "uniform vec4 ao_texture_channel;\n";
		code += "uniform float ao_light_affect;\n";
	}
	if (features[FEATURE_DETAIL]) {
		code += "uniform sampler2D texture_detail_albedo : source_color," + texfilter_str + ";\n";
		code += "uniform sampler2D texture_detail_normal : hint_normal," + texfilter_str + ";\n";
		code += "uniform sampler2D texture_detail_mask : hint_default_white," + texfilter_str + ";\n";