### 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.
code += "		}\n";
	}
	code += "	}\n";
	code += "	float base_angle = (tex_angle) * mix(initial_angle_min, initial_angle_max, angle_rand);\n";
	code += "	CUSTOM.x = base_angle * degree_to_rad;\n"; 
	code += "	CUSTOM.y = 0.0;\n"; 
	code += "	CUSTOM.w = (1.0 - lifetime_randomness * rand_from_seed(alt_seed));\n";
	code += "	CUSTOM.z = (tex_anim_offset) * mix(anim_offset_min, anim_offset_max, anim_offset_rand);\n"; 
	code += "	if (RESTART_POSITION) {\n";
	switch (emission_shape) {
		case EMISSION_SHAPE_POINT: {
			
			code += "		TRANSFORM = mat4(vec4(1,0,0,0),vec4(0,1,0,0),vec4(0,0,1,0),vec4(0,0,0,1));\n";
		} break;
		case EMISSION_SHAPE_SPHERE: {
			code += "		float s = rand_from_seed(alt_seed) * 2.0 - 1.0;\n";
			code += "		float t = rand_from_seed(alt_seed) * 2.0 * pi;\n";
			code += "		float p = rand_from_seed(alt_seed);\n";
			code += "		float radius = emission_sphere_radius * sqrt(1.0 - s * s);\n";
			code += "		TRANSFORM[3].xyz = mix(vec3(0.0, 0.0, 0.0), vec3(radius * cos(t), radius * sin(t), emission_sphere_radius * s), p);\n";
		} break;
		case EMISSION_SHAPE_SPHERE_SURFACE: {
			code += "		float s = rand_from_seed(alt_seed) * 2.0 - 1.0;\n";
			code += "		float t = rand_from_seed(alt_seed) * 2.0 * pi;\n";
			code += "		float radius = emission_sphere_radius * sqrt(1.0 - s * s);\n";
			code += "		TRANSFORM[3].xyz = vec3(radius * cos(t), radius * sin(t), emission_sphere_radius * s);\n";
		} break;
		case EMISSION_SHAPE_BOX: {
			code += "		TRANSFORM[3].xyz = vec3(rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0 - 1.0) * emission_box_extents;\n";
		} break;