### 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
if (!global_shader_uniforms.variables.has(p_name)) {
		return; 
	}
	ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
	GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
	gv.override = p_value;
	if (gv.buffer_index >= 0) {
		
		if (gv.override.get_type() == Variant::NIL) {
			_global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
		} else {
			_global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.override);
		}
		_global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
	} else {
		
		MaterialStorage *material_storage = MaterialStorage::get_singleton();
		for (const RID &E : gv.texture_materials) {
			Material *material = material_storage->get_material(E);
			ERR_CONTINUE(!material);
			material_storage->_material_queue_update(material, false, true);
		}
	}
}
Variant MaterialStorage::global_shader_parameter_get(const StringName &p_name) const {