### 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
Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_COND(!material);
	material->priority = priority;
	if (material->data) {
		material->data->set_render_priority(priority);
	}
	material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
}
bool MaterialStorage::material_is_animated(RID p_material) {
	Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_COND_V(!material, false);
	if (material->shader && material->shader->data) {
		if (material->shader->data->is_animated()) {
			return true;
		} else if (material->next_pass.is_valid()) {
			return material_is_animated(material->next_pass);
		}
	}
	return false; 
}
bool MaterialStorage::material_casts_shadows(RID p_material) {