### 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 += "	if (!particles_anim_loop) {\n";
			code += "		particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
			code += "	} else {\n";
			code += "		particle_frame = mod(particle_frame, particle_total_frames);\n";
			code += "	}\n";
			code += "	UV /= vec2(h_frames, v_frames);\n";
			code += "	UV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames);\n";
		} break;
		case BILLBOARD_MAX:
			break; 
	}
	if (flags[FLAG_FIXED_SIZE]) {
		code += "	if (PROJECTION_MATRIX[3][3] != 0.0) {\n";
		
		
		code += "		float h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));\n";
		code += "		float sc = (h * 2.0); //consistent with Y-fov\n";
		code += "		MODELVIEW_MATRIX[0]*=sc;\n";
		code += "		MODELVIEW_MATRIX[1]*=sc;\n";
		code += "		MODELVIEW_MATRIX[2]*=sc;\n";
		code += "	} else {\n";
		
		code += "		float sc = -(MODELVIEW_MATRIX)[3].z;\n";
		code += "		MODELVIEW_MATRIX[0]*=sc;\n";
		code += "		MODELVIEW_MATRIX[1]*=sc;\n";
		code += "		MODELVIEW_MATRIX[2]*=sc;\n";
		code += "	}\n";
	}
	if (detail_uv == DETAIL_UV_2 && !flags[FLAG_UV2_USE_TRIPLANAR]) {
		code += "	UV2=UV2*uv2_scale.xy+uv2_offset.xy;\n";