### 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.
#include "particle_process_material.h"
#include "core/version.h"
Mutex ParticleProcessMaterial::material_mutex;
SelfList<ParticleProcessMaterial>::List *ParticleProcessMaterial::dirty_materials = nullptr;
HashMap<ParticleProcessMaterial::MaterialKey, ParticleProcessMaterial::ShaderData, ParticleProcessMaterial::MaterialKey> ParticleProcessMaterial::shader_map;
ParticleProcessMaterial::ShaderNames *ParticleProcessMaterial::shader_names = nullptr;
void ParticleProcessMaterial::init_shaders() {
	dirty_materials = memnew(SelfList<ParticleProcessMaterial>::List);
	shader_names = memnew(ShaderNames);
	shader_names->direction = "direction";
	shader_names->spread = "spread";
	shader_names->flatness = "flatness";
	shader_names->initial_linear_velocity_min = "initial_linear_velocity_min";
	shader_names->initial_angle_min = "initial_angle_min";
	shader_names->angular_velocity_min = "angular_velocity_min";
	shader_names->orbit_velocity_min = "orbit_velocity_min";
	shader_names->linear_accel_min = "linear_accel_min";
	shader_names->radial_accel_min = "radial_accel_min";
	shader_names->tangent_accel_min = "tangent_accel_min";
	shader_names->damping_min = "damping_min";
	shader_names->scale_min = "scale_min";
	shader_names->hue_variation_min = "hue_variation_min";
	shader_names->anim_speed_min = "anim_speed_min";
	shader_names->anim_offset_min = "anim_offset_min";
	shader_names->initial_linear_velocity_max = "initial_linear_velocity_max";