### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Debian 11 | Vulkan API 1.2.175 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1080 | nvidia-driver 470.182.03-1 from Debian 11 | Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz

### Issue description

Re-opening a scene in the editor that contains a `TextureRect` with a `ViewportTexture` and is `preload`ed in an unopened script produces the following error repeatedly and rapidly (about 200 times per second) until either the scene is closed or the script is also opened.

>ERROR: Texture (binding: 0) should provide one ID referencing a texture (IDs provided: 0).
>   at: uniform_set_create (drivers/vulkan/rendering_device_vulkan.cpp:5501)
>ERROR: Condition "!uniform_set" is true.
>   at: draw_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7191)
>ERROR: Uniforms were never supplied for set (3) at the time of drawing, which are required by the pipeline
>   at: draw_list_draw (drivers/vulkan/rendering_device_vulkan.cpp:7346)

### Steps to reproduce

1. Open the attached reproduction project
2. Open demo.tscn
3. Close demo.tscn
4. Open demo.tscn again

Do **not** open other.gd beforehand. Doing so will stop the problem from occurring.

### Minimal reproduction project

[reproduce_uniform_not_set.zip](https://github.com/godotengine/godot/files/11681977/reproduce_uniform_not_set.zip)

mm->set_device(InputEvent::DEVICE_ID_INTERNAL);
		mm->set_position(get_mouse_position());
		mm->set_global_position(mm->get_position());
		mm->set_alt_pressed(Input::get_singleton()->is_key_pressed(Key::ALT));
		mm->set_shift_pressed(Input::get_singleton()->is_key_pressed(Key::SHIFT));
		mm->set_ctrl_pressed(Input::get_singleton()->is_key_pressed(Key::CTRL));
		mm->set_meta_pressed(Input::get_singleton()->is_key_pressed(Key::META));
		mm->set_button_mask(Input::get_singleton()->get_mouse_button_mask());
		physics_picking_events.push_back(mm);
	}
	while (physics_picking_events.size()) {
		local_input_handled = false;
		Ref<InputEvent> ev = physics_picking_events.front()->get();
		physics_picking_events.pop_front();
		Vector2 pos;
		bool is_mouse = false;
		Ref<InputEventMouseMotion> mm = ev;
		if (mm.is_valid()) {
			pos = mm->get_position();
			is_mouse = true;
		}
		Ref<InputEventMouseButton> mb = ev;
		if (mb.is_valid()) {
			pos = mb->get_position();
			is_mouse = true;
		}
		Ref<InputEventScreenDrag> sd = ev;
		if (sd.is_valid()) {
			pos = sd->get_position();
		}