### Godot version

4.0.dev (f581f21dd61a8fb581b80d07755cdf60c95d146d)

### System information

Windows 10 - Ryzen 7 - 4070ti

### Issue description

When using the threaded resource loader, textures on materials are lost.

This is the scene being loaded in the IDE:
![image](https://github.com/godotengine/godot/assets/1945449/232dd16b-81c4-49cf-a980-3efcfa97ff79)

This is the result in runtime:
![image](https://github.com/godotengine/godot/assets/1945449/235176d3-6058-4bed-8fbe-cad14a5e0d32)


### Steps to reproduce

Use code such as the following to load a scene:
```
func _load_scene(p_scene_path):
	var new_scene : PackedScene
	if ResourceLoader.has_cached(p_scene_path):
		# Load cached scene
		new_scene = ResourceLoader.load(p_scene_path)
	else:
		# Start the loading in a thread
		ResourceLoader.load_threaded_request(p_scene_path)

		# Loop waiting for the scene to load
		while true:
			var progress := []
			var res := ResourceLoader.load_threaded_get_status(p_scene_path, progress)
			if res != ResourceLoader.THREAD_LOAD_IN_PROGRESS:
				break;

			_progress_bar = progress[0]
			await get_tree().create_timer(0.1).timeout

		# Get the loaded scene
		new_scene = ResourceLoader.load_threaded_get(p_scene_path)
	
	$CanvasLayer.visible = false
	add_child(new_scene.instantiate())
```

Now create a scene to load that has a material with a texture.

### Minimal reproduction project

[TestResourceLoader.zip](https://github.com/godotengine/godot/files/11549692/TestResourceLoader.zip)

}
	if (features[FEATURE_BACKLIGHT]) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec3 backlight_tex = triplanar_texture(texture_backlight,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
		} else {
			code += "	vec3 backlight_tex = texture(texture_backlight,base_uv).rgb;\n";
		}
		code += "	BACKLIGHT = (backlight.rgb+backlight_tex);\n";
	}
	if (features[FEATURE_DETAIL]) {
		bool triplanar = (flags[FLAG_UV1_USE_TRIPLANAR] && detail_uv == DETAIL_UV_1) || (flags[FLAG_UV2_USE_TRIPLANAR] && detail_uv == DETAIL_UV_2);
		if (triplanar) {
			String tp_uv = detail_uv == DETAIL_UV_1 ? "uv1" : "uv2";
			code += "	vec4 detail_tex = triplanar_texture(texture_detail_albedo," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
			code += "	vec4 detail_norm_tex = triplanar_texture(texture_detail_normal," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
		} else {
			String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2";
			code += "	vec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n";
			code += "	vec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n";
		}
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal,uv1_triplanar_pos);\n";
		} else {
			code += "	vec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n";
		}
		switch (detail_blend_mode) {
			case BLEND_MODE_MIX: {
				code += "	vec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a);\n";
			} break;
			case BLEND_MODE_ADD: {