### 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)

uint64_t key = 0;
	key |= ((int8_t)p_shaded & 0x01) << 0;
	key |= ((int8_t)p_transparency & 0x07) << 1; 
	key |= ((int8_t)p_double_sided & 0x01) << 4;
	key |= ((int8_t)p_billboard & 0x01) << 5;
	key |= ((int8_t)p_billboard_y & 0x01) << 6;
	key |= ((int8_t)p_msdf & 0x01) << 7;
	key |= ((int8_t)p_no_depth & 0x01) << 8;
	key |= ((int8_t)p_fixed_size & 0x01) << 9;
	key |= ((int8_t)p_filter & 0x07) << 10; 
	key |= ((int8_t)p_alpha_antialiasing_mode & 0x07) << 13; 
	if (materials_for_2d.has(key)) {
		if (r_shader_rid) {
			*r_shader_rid = materials_for_2d[key]->get_shader_rid();
		}
		return materials_for_2d[key];
	}
	Ref<StandardMaterial3D> material;
	material.instantiate();
	material->set_shading_mode(p_shaded ? SHADING_MODE_PER_PIXEL : SHADING_MODE_UNSHADED);
	material->set_transparency(p_transparency);
	material->set_cull_mode(p_double_sided ? CULL_DISABLED : CULL_BACK);
	material->set_flag(FLAG_SRGB_VERTEX_COLOR, true);
	material->set_flag(FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
	material->set_flag(FLAG_ALBEDO_TEXTURE_MSDF, p_msdf);
	material->set_flag(FLAG_DISABLE_DEPTH_TEST, p_no_depth);
	material->set_flag(FLAG_FIXED_SIZE, p_fixed_size);
	material->set_alpha_antialiasing(p_alpha_antialiasing_mode);
	material->set_texture_filter(p_filter);
	if (p_billboard || p_billboard_y) {