### 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
if (uniforms.has(p_parameter)) {
		ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
		Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
		return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
	}
	return Variant();
}
void ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
	SortArray<Pair<StringName, int>, ShaderLanguage::UniformOrderComparator> sorter;
	LocalVector<Pair<StringName, int>> filtered_uniforms;
	for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
		if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
			continue;
		}
		if (E.value.texture_order >= 0) {
			filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.texture_order + 100000));
		} else {
			filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.order));
		}
	}
	int uniform_count = filtered_uniforms.size();
	sorter.sort(filtered_uniforms.ptr(), uniform_count);
	String last_group;
	for (int i = 0; i < uniform_count; i++) {
		const StringName &uniform_name = filtered_uniforms[i].first;
		const ShaderLanguage::ShaderNode::Uniform &uniform = uniforms[uniform_name];