### 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
gui[0] = v.x;
				gui[1] = v.y;
				gui[2] = v.z;
				gui[3] = v.w;
			}
		} break;
		case ShaderLanguage::TYPE_MAT2: {
			float *gui = reinterpret_cast<float *>(data);
			if (p_array_size > 0) {
				const PackedFloat32Array &a = value;
				int s = a.size();
				for (int i = 0, j = 0; i < p_array_size * 4; i += 4, j += 8) {
					if (i + 3 < s) {
						gui[j] = a[i];
						gui[j + 1] = a[i + 1];
						gui[j + 4] = a[i + 2];
						gui[j + 5] = a[i + 3];
					} else {
						gui[j] = 1;
						gui[j + 1] = 0;
						gui[j + 4] = 0;
						gui[j + 5] = 1;
					}
					gui[j + 2] = 0; 
					gui[j + 3] = 0; 
					gui[j + 6] = 0; 
					gui[j + 7] = 0; 
				}
			} else {
				Transform2D v = value;