### 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)

ClassDB::bind_method(D_METHOD("get_clearcoat"), &BaseMaterial3D::get_clearcoat);
	ClassDB::bind_method(D_METHOD("set_clearcoat_roughness", "clearcoat_roughness"), &BaseMaterial3D::set_clearcoat_roughness);
	ClassDB::bind_method(D_METHOD("get_clearcoat_roughness"), &BaseMaterial3D::get_clearcoat_roughness);
	ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &BaseMaterial3D::set_anisotropy);
	ClassDB::bind_method(D_METHOD("get_anisotropy"), &BaseMaterial3D::get_anisotropy);
	ClassDB::bind_method(D_METHOD("set_heightmap_scale", "heightmap_scale"), &BaseMaterial3D::set_heightmap_scale);
	ClassDB::bind_method(D_METHOD("get_heightmap_scale"), &BaseMaterial3D::get_heightmap_scale);
	ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &BaseMaterial3D::set_subsurface_scattering_strength);
	ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &BaseMaterial3D::get_subsurface_scattering_strength);
	ClassDB::bind_method(D_METHOD("set_transmittance_color", "color"), &BaseMaterial3D::set_transmittance_color);
	ClassDB::bind_method(D_METHOD("get_transmittance_color"), &BaseMaterial3D::get_transmittance_color);
	ClassDB::bind_method(D_METHOD("set_transmittance_depth", "depth"), &BaseMaterial3D::set_transmittance_depth);
	ClassDB::bind_method(D_METHOD("get_transmittance_depth"), &BaseMaterial3D::get_transmittance_depth);
	ClassDB::bind_method(D_METHOD("set_transmittance_boost", "boost"), &BaseMaterial3D::set_transmittance_boost);
	ClassDB::bind_method(D_METHOD("get_transmittance_boost"), &BaseMaterial3D::get_transmittance_boost);
	ClassDB::bind_method(D_METHOD("set_backlight", "backlight"), &BaseMaterial3D::set_backlight);
	ClassDB::bind_method(D_METHOD("get_backlight"), &BaseMaterial3D::get_backlight);
	ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &BaseMaterial3D::set_refraction);
	ClassDB::bind_method(D_METHOD("get_refraction"), &BaseMaterial3D::get_refraction);
	ClassDB::bind_method(D_METHOD("set_point_size", "point_size"), &BaseMaterial3D::set_point_size);
	ClassDB::bind_method(D_METHOD("get_point_size"), &BaseMaterial3D::get_point_size);
	ClassDB::bind_method(D_METHOD("set_detail_uv", "detail_uv"), &BaseMaterial3D::set_detail_uv);
	ClassDB::bind_method(D_METHOD("get_detail_uv"), &BaseMaterial3D::get_detail_uv);
	ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &BaseMaterial3D::set_blend_mode);
	ClassDB::bind_method(D_METHOD("get_blend_mode"), &BaseMaterial3D::get_blend_mode);
	ClassDB::bind_method(D_METHOD("set_depth_draw_mode", "depth_draw_mode"), &BaseMaterial3D::set_depth_draw_mode);
	ClassDB::bind_method(D_METHOD("get_depth_draw_mode"), &BaseMaterial3D::get_depth_draw_mode);
	ClassDB::bind_method(D_METHOD("set_cull_mode", "cull_mode"), &BaseMaterial3D::set_cull_mode);
	ClassDB::bind_method(D_METHOD("get_cull_mode"), &BaseMaterial3D::get_cull_mode);
	ClassDB::bind_method(D_METHOD("set_diffuse_mode", "diffuse_mode"), &BaseMaterial3D::set_diffuse_mode);