### 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
String group = uniform.group;
		if (!uniform.subgroup.is_empty()) {
			group += "::" + uniform.subgroup;
		}
		if (group != last_group) {
			PropertyInfo pi;
			pi.usage = PROPERTY_USAGE_GROUP;
			pi.name = group;
			p_param_list->push_back(pi);
			last_group = group;
		}
		PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniform);
		pi.name = uniform_name;
		p_param_list->push_back(pi);
	}
}
void MaterialStorage::ShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
	for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
		if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
			continue;
		}
		RendererMaterialStorage::InstanceShaderParam p;
		p.info = ShaderLanguage::uniform_to_property_info(E.value);
		p.info.name = E.key; 
		p.index = E.value.instance_index;
		p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
		p_param_list->push_back(p);
	}
}
bool MaterialStorage::ShaderData::is_parameter_texture(const StringName &p_param) const {