### Godot version

v4.0.3.stable.mono.official [5222a99f5]

### System information

Windows 11, Forward+, Nvidia 3070 latest driver

### Issue description

When instancing many GPUParticles2D, occasionally the following error will be printed to the debugger console:

```
E 0:15:35:0980   compute_list_dispatch: Uniforms were never supplied for set (3) at the time of drawing, which are required by the pipeline
  <C++ Error>    Method/function failed.
  <C++ Source>   drivers/vulkan/rendering_device_vulkan.cpp:8007 @ compute_list_dispatch()
```

Massive artifacts coincide with this error. See example below:

https://github.com/godotengine/godot/assets/4622925/07b31c12-5388-4977-9c13-e91c8b6442fb

I am having difficulty recreating the exact conditions for this error. It seems to happen when many GPU particles are added to the tree at around the same time.

### Steps to reproduce

1. Instance many particles at once.

I realize this isn't helpful. I'm going to do more investigation to see if I can get more accurate reproduction steps.

### Minimal reproduction project

N/A yet
if (false) {
					
					
					continue; 
				} else {
					_flush(false);
					for (int i = 0; i < staging_buffer_blocks.size(); i++) {
						
						int block_idx = (i + staging_buffer_current) % staging_buffer_blocks.size();
						if (staging_buffer_blocks[block_idx].frame_used == frames_drawn) {
							break; 
						}
						staging_buffer_blocks.write[block_idx].frame_used = 0;
						staging_buffer_blocks.write[block_idx].fill_amount = 0;
					}
					
					staging_buffer_blocks.write[staging_buffer_current].frame_used = frames_drawn;
				}
			}
		}
		
		break;
	}
	staging_buffer_used = true;
	return OK;
}
Error RenderingDeviceVulkan::_buffer_update(Buffer *p_buffer, size_t p_offset, const uint8_t *p_data, size_t p_data_size, bool p_use_draw_command_buffer, uint32_t p_required_align) {