### Godot version

v4.1.dev.custom_build [a67d37f7c]

### System information

Windows 10, Vulkan

### Issue description

When changing between scenes that have volumetric fog enabled in the world environment, for example with `change_scene_to_file`, after changing there will be a continuous stream of errors that doesn't seem to stop.
Leaving a copy of one of the errors here so it's findable when searching the issue: 
"RenderingDeviceVulkan::compute_list_bind_uniform_set: Condition "!uniform_set" is true.
  <C++ Source>   drivers\vulkan\rendering_device_vulkan.cpp:7816 @ RenderingDeviceVulkan::compute_list_bind_uniform_set()"

The MRP is the volumetric fog demo, with its main scene duplicated, and the left/right arrow keys being used to change between scenes.

Disabling vol fog in either scene makes the errors go away.

![image](https://github.com/godotengine/godot/assets/115422160/f2c8ef63-f3f3-49ed-8a44-bbee88c9c352)



### Steps to reproduce

Use left/right arrow keys to change scene and back, then error spam should begin.

### Minimal reproduction project

[new hot volumetric_fog bug.zip](https://github.com/godotengine/godot/files/11575612/new.hot.volumetric_fog.bug.zip)

width = fog_size.x;
	height = fog_size.y;
	depth = fog_size.z;
	RD::TextureFormat tf;
	tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
	tf.width = fog_size.x;
	tf.height = fog_size.y;
	tf.depth = fog_size.z;
	tf.texture_type = RD::TEXTURE_TYPE_3D;
	tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
	light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
	RD::get_singleton()->set_resource_name(light_density_map, "Fog light-density map");
	tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
	prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
	RD::get_singleton()->set_resource_name(prev_light_density_map, "Fog previous light-density map");
	RD::get_singleton()->texture_clear(prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
	tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
	fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
	RD::get_singleton()->set_resource_name(fog_map, "Fog map");
#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
	Vector<uint8_t> dm;
	dm.resize(fog_size.x * fog_size.y * fog_size.z * 4);
	dm.fill(0);