### Godot version

v4.0.3.stable.mono.official [5222a99f5]

### System information

Windows 11, Forward+, Nvidia 3070 latest driver

### Issue description

When instancing many GPUParticles2D, occasionally the following error will be printed to the debugger console:

```
E 0:15:35:0980   compute_list_dispatch: Uniforms were never supplied for set (3) at the time of drawing, which are required by the pipeline
  <C++ Error>    Method/function failed.
  <C++ Source>   drivers/vulkan/rendering_device_vulkan.cpp:8007 @ compute_list_dispatch()
```

Massive artifacts coincide with this error. See example below:

https://github.com/godotengine/godot/assets/4622925/07b31c12-5388-4977-9c13-e91c8b6442fb

I am having difficulty recreating the exact conditions for this error. It seems to happen when many GPU particles are added to the tree at around the same time.

### Steps to reproduce

1. Instance many particles at once.

I realize this isn't helpful. I'm going to do more investigation to see if I can get more accurate reproduction steps.

### Minimal reproduction project

N/A yet
type_size = uniform.get_id_count();
			} break;
			case UNIFORM_TYPE_SAMPLER_WITH_TEXTURE: {
				if (uniform.get_id_count() != (uint32_t)set_uniform.length * 2) {
					if (set_uniform.length > 1) {
						ERR_FAIL_V_MSG(RID(), "SamplerTexture (binding: " + itos(uniform.binding) + ") is an array of (" + itos(set_uniform.length) + ") sampler&texture elements, so it should provided twice the amount of IDs (sampler,texture pairs) to satisfy it (IDs provided: " + itos(uniform.get_id_count()) + ").");
					} else {
						ERR_FAIL_V_MSG(RID(), "SamplerTexture (binding: " + itos(uniform.binding) + ") should provide two IDs referencing a sampler and then a texture (IDs provided: " + itos(uniform.get_id_count()) + ").");
					}
				}
				Vector<VkDescriptorImageInfo> image_info;
				for (uint32_t j = 0; j < uniform.get_id_count(); j += 2) {
					VkSampler *sampler = sampler_owner.get_or_null(uniform.get_id(j + 0));
					ERR_FAIL_COND_V_MSG(!sampler, RID(), "SamplerBuffer (binding: " + itos(uniform.binding) + ", index " + itos(j + 1) + ") is not a valid sampler.");
					Texture *texture = texture_owner.get_or_null(uniform.get_id(j + 1));
					ERR_FAIL_COND_V_MSG(!texture, RID(), "Texture (binding: " + itos(uniform.binding) + ", index " + itos(j) + ") is not a valid texture.");
					ERR_FAIL_COND_V_MSG(!(texture->usage_flags & TEXTURE_USAGE_SAMPLING_BIT), RID(),
							"Texture (binding: " + itos(uniform.binding) + ", index " + itos(j) + ") needs the TEXTURE_USAGE_SAMPLING_BIT usage flag set in order to be used as uniform.");
					VkDescriptorImageInfo img_info;
					img_info.sampler = *sampler;
					img_info.imageView = texture->view;
					if (texture->usage_flags & (TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | TEXTURE_USAGE_INPUT_ATTACHMENT_BIT)) {
						UniformSet::AttachableTexture attachable_texture;
						attachable_texture.bind = set_uniform.binding;
						attachable_texture.texture = texture->owner.is_valid() ? texture->owner : uniform.get_id(j + 1);
						attachable_textures.push_back(attachable_texture);
					}
					if (texture->usage_flags & TEXTURE_USAGE_STORAGE_BIT) {
						
						mutable_sampled_textures.push_back(texture);