### 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)

} else {
				last_id = physics_object_capture;
				last_object = capture_object;
			}
		}
		if (pos == last_pos) {
			if (last_id.is_valid()) {
				if (ObjectDB::get_instance(last_id) && last_object) {
					
					_collision_object_3d_input_event(last_object, camera_3d, ev, result.position, result.normal, result.shape);
					if (last_object->get_capture_input_on_drag() && mb.is_valid() && mb->get_button_index() == MouseButton::LEFT && mb->is_pressed()) {
						physics_object_capture = last_id;
					}
				}
			}
		} else {
			if (camera_3d) {
				Vector3 from = camera_3d->project_ray_origin(pos);
				Vector3 dir = camera_3d->project_ray_normal(pos);
				real_t far = camera_3d->far;
				PhysicsDirectSpaceState3D *space = PhysicsServer3D::get_singleton()->space_get_direct_state(find_world_3d()->get_space());
				if (space) {
					PhysicsDirectSpaceState3D::RayParameters ray_params;
					ray_params.from = from;
					ray_params.to = from + dir * far;
					ray_params.collide_with_areas = true;
					ray_params.pick_ray = true;
					bool col = space->intersect_ray(ray_params, result);
					ObjectID new_collider;
					CollisionObject3D *co = col ? Object::cast_to<CollisionObject3D>(result.collider) : nullptr;