### 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)

ERR_FAIL_INDEX_V(p_param, TEXTURE_MAX, Ref<Texture2D>());
	return textures[p_param];
}
Ref<Texture2D> BaseMaterial3D::get_texture_by_name(StringName p_name) const {
	for (int i = 0; i < (int)BaseMaterial3D::TEXTURE_MAX; i++) {
		TextureParam param = TextureParam(i);
		if (p_name == shader_names->texture_names[param]) {
			return textures[param];
		}
	}
	return Ref<Texture2D>();
}
void BaseMaterial3D::set_texture_filter(TextureFilter p_filter) {
	texture_filter = p_filter;
	_queue_shader_change();
}
BaseMaterial3D::TextureFilter BaseMaterial3D::get_texture_filter() const {
	return texture_filter;
}
void BaseMaterial3D::_validate_feature(const String &text, Feature feature, PropertyInfo &property) const {
	if (property.name.begins_with(text) && property.name != text + "_enabled" && !features[feature]) {
		property.usage = PROPERTY_USAGE_NO_EDITOR;
	}
}
void BaseMaterial3D::_validate_property(PropertyInfo &p_property) const {