### 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)

is_none_group_undefined = false;
				PropertyInfo info;
				info.usage = PROPERTY_USAGE_GROUP;
				info.name = "Shader Parameters";
				info.hint_string = "shader_parameter/";
				groups["<None>"]["<None>"].push_back(info);
				vgroups.push_back(Pair<String, LocalVector<String>>("<None>", { "<None>" }));
			}
			PropertyInfo info = E->get();
			info.name = "shader_parameter/" + info.name;
			if (!param_cache.has(E->get().name)) {
				
				Variant default_value = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), E->get().name);
				param_cache.insert(E->get().name, default_value);
				remap_cache.insert(info.name, E->get().name);
			}
			groups[last_group][last_subgroup].push_back(info);
		}
		for (const Pair<String, LocalVector<String>> &group_pair : vgroups) {
			String group = group_pair.first;
			for (const String &subgroup : group_pair.second) {
				List<PropertyInfo> &prop_infos = groups[group][subgroup];
				for (List<PropertyInfo>::Element *item = prop_infos.front(); item; item = item->next()) {
					p_list->push_back(item->get());
				}
			}
		}
	}
}
bool ShaderMaterial::_property_can_revert(const StringName &p_name) const {