### 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)

}
		code += "		base_uv=ofs;\n";
		if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) {
			code += "		base_uv2-=ofs;\n";
		}
		code += "	}\n";
	}
	if (flags[FLAG_USE_POINT_SIZE]) {
		code += "	vec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n";
	} else {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_triplanar_pos);\n";
		} else {
			code += "	vec4 albedo_tex = texture(texture_albedo,base_uv);\n";
		}
	}
	if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
		code += "	{\n";
		code += "		albedo_tex.rgb = mix(vec3(1.0 + 0.055) * pow(albedo_tex.rgb, vec3(1.0 / 2.4)) - vec3(0.055), vec3(12.92) * albedo_tex.rgb.rgb, lessThan(albedo_tex.rgb, vec3(0.0031308)));\n";
		code += "		vec2 msdf_size = vec2(msdf_pixel_range) / vec2(textureSize(texture_albedo, 0));\n";
		if (flags[FLAG_USE_POINT_SIZE]) {
			code += "		vec2 dest_size = vec2(1.0) / fwidth(POINT_COORD);\n";
		} else {
			if (flags[FLAG_UV1_USE_TRIPLANAR]) {
				code += "		vec2 dest_size = vec2(1.0) / fwidth(uv1_triplanar_pos);\n";
			} else {
				code += "		vec2 dest_size = vec2(1.0) / fwidth(base_uv);\n";
			}
		}
		code += "		float px_size = max(0.5 * dot(msdf_size, dest_size), 1.0);\n";