### Godot version

4.1.dev3.official [a67d37f]

### System information

Windows 11 [Vulkan]

### Issue description

The work performed in #77154 drastically changed the visual characteristics of particle turbulence.  I am no longer able to get the same "turbulent" behaviour that existed before these changes - no matter which turbulence settings I change.  Please let me know if there's something I'm missing about the new implementation that would give this result.

![image](https://github.com/godotengine/godot/assets/8756569/05a338a3-140b-4353-ae11-62ec9714b3d1)


### Steps to reproduce

To reproduce this is fairly simple:

1. Create a GPUParticles2D Node
2. Emit a significant number of particles (I'm emitting 50,000)
3. Set Initial Velocity [Max] to around 250, and Direction Spread to 180.  Enable turbulence
4. Set the turbulence_influence_min property to 0.1 (default) and turbulence_influence_max to 1
5. Observe how the turbulence appears in v4.1.dev3.official with the changes in #77154 versus the previous build without these changes.  The new implementation just results in some minor particle "jitter", but not the actual turbulence that it's supposed to have.


### Minimal reproduction project

No sample project provided, as the reproduction is quite simple to replicate.
code += "	TRANSFORM[0].xyz *= base_scale * sign(tex_scale.r) * max(abs(tex_scale.r), 0.001);\n";
	code += "	TRANSFORM[1].xyz *= base_scale * sign(tex_scale.g) * max(abs(tex_scale.g), 0.001);\n";
	code += "	TRANSFORM[2].xyz *= base_scale * sign(tex_scale.b) * max(abs(tex_scale.b), 0.001);\n";
	if (collision_mode == COLLISION_RIGID) {
		code += "	if (COLLIDED) {\n";
		code += "		if (length(VELOCITY) > 3.0) {\n";
		code += "			TRANSFORM[3].xyz += COLLISION_NORMAL * COLLISION_DEPTH;\n";
		code += "			VELOCITY -= COLLISION_NORMAL * dot(COLLISION_NORMAL, VELOCITY) * (1.0 + collision_bounce);\n";
		code += "			VELOCITY = mix(VELOCITY,vec3(0.0),clamp(collision_friction, 0.0, 1.0));\n";
		code += "		} else {\n";
		code += "			VELOCITY = vec3(0.0);\n";
		
		if (turbulence_enabled) {
			code += "			noise_direction = vec3(1.0, 0.0, 0.0);\n";
		}
		code += "		}\n";
		code += "	}\n";
	} else if (collision_mode == COLLISION_HIDE_ON_CONTACT) {
		code += "	if (COLLIDED) {\n";
		code += "		ACTIVE = false;\n";
		code += "	}\n";
	}
	if (sub_emitter_mode != SUB_EMITTER_DISABLED) {
		code += "	int emit_count = 0;\n";
		switch (sub_emitter_mode) {
			case SUB_EMITTER_CONSTANT: {
				code += "	float interval_from = CUSTOM.y * LIFETIME - DELTA;\n";
				code += "	float interval_rem = sub_emitter_frequency - mod(interval_from,sub_emitter_frequency);\n";
				code += "	if (DELTA >= interval_rem) emit_count = 1;\n";
			} break;