### 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
bv.x = v.r;
			bv.y = v.g;
			bv.z = v.b;
			bv.w = v.a;
			GlobalShaderUniforms::Value &bv_linear = global_shader_uniforms.buffer_values[p_index + 1];
			
			bv_linear.x = v.r;
			bv_linear.y = v.g;
			bv_linear.z = v.b;
			bv_linear.w = v.a;
		} break;
		case RS::GLOBAL_VAR_TYPE_RECT2: {
			GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
			Rect2 v = p_value;
			bv.x = v.position.x;
			bv.y = v.position.y;
			bv.z = v.size.x;
			bv.w = v.size.y;
		} break;
		case RS::GLOBAL_VAR_TYPE_MAT2: {
			GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
			Vector<float> m2 = p_value;
			if (m2.size() < 4) {
				m2.resize(4);
			}
			bv[0].x = m2[0];
			bv[0].y = m2[1];
			bv[0].z = 0;
			bv[0].w = 0;
			bv[1].x = m2[2];