### 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.
turbulence_noise_speed = p_turbulence_noise_speed;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_speed, turbulence_noise_speed);
}
Vector3 ParticleProcessMaterial::get_turbulence_noise_speed() const {
	return turbulence_noise_speed;
}
void ParticleProcessMaterial::set_gravity(const Vector3 &p_gravity) {
	gravity = p_gravity;
	Vector3 gset = gravity;
	if (gset == Vector3()) {
		gset = Vector3(0, -0.000001, 0); 
	}
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->gravity, gset);
}
Vector3 ParticleProcessMaterial::get_gravity() const {
	return gravity;
}
void ParticleProcessMaterial::set_lifetime_randomness(double p_lifetime) {
	lifetime_randomness = p_lifetime;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->lifetime_randomness, lifetime_randomness);
}
double ParticleProcessMaterial::get_lifetime_randomness() const {
	return lifetime_randomness;
}
RID ParticleProcessMaterial::get_shader_rid() const {
	ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
	return shader_map[current_key].shader;
}
void ParticleProcessMaterial::_validate_property(PropertyInfo &p_property) const {