### 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 ((uint32_t)ubo_data.size() != p_ubo_size) {
		p_uniform_dirty = true;
		if (uniform_buffer.is_valid()) {
			RD::get_singleton()->free(uniform_buffer);
			uniform_buffer = RID();
		}
		ubo_data.resize(p_ubo_size);
		if (ubo_data.size()) {
			uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
			memset(ubo_data.ptrw(), 0, ubo_data.size()); 
		}
		
		if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
			RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
			RD::get_singleton()->free(uniform_set);
			uniform_set = RID();
		}
	}
	
	if (p_uniform_dirty && ubo_data.size()) {
		update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), p_use_linear_color);
		RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), p_barrier);
	}
	uint32_t tex_uniform_count = 0U;
	for (int i = 0; i < p_texture_uniforms.size(); i++) {