### 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 += "blend_mul";
			break;
		case BLEND_MODE_MAX:
			break; 
	}
	DepthDrawMode ddm = depth_draw_mode;
	if (features[FEATURE_REFRACTION]) {
		ddm = DEPTH_DRAW_ALWAYS;
	}
	switch (ddm) {
		case DEPTH_DRAW_OPAQUE_ONLY:
			code += ",depth_draw_opaque";
			break;
		case DEPTH_DRAW_ALWAYS:
			code += ",depth_draw_always";
			break;
		case DEPTH_DRAW_DISABLED:
			code += ",depth_draw_never";
			break;
		case DEPTH_DRAW_MAX:
			break; 
	}
	switch (cull_mode) {
		case CULL_BACK:
			code += ",cull_back";
			break;
		case CULL_FRONT:
			code += ",cull_front";
			break;
		case CULL_DISABLED: