### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Debian 11 | Vulkan API 1.2.175 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1080 | nvidia-driver 470.182.03-1 from Debian 11 | Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz

### Issue description

Re-opening a scene in the editor that contains a `TextureRect` with a `ViewportTexture` and is `preload`ed in an unopened script produces the following error repeatedly and rapidly (about 200 times per second) until either the scene is closed or the script is also opened.

>ERROR: Texture (binding: 0) should provide one ID referencing a texture (IDs provided: 0).
>   at: uniform_set_create (drivers/vulkan/rendering_device_vulkan.cpp:5501)
>ERROR: Condition "!uniform_set" is true.
>   at: draw_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7191)
>ERROR: Uniforms were never supplied for set (3) at the time of drawing, which are required by the pipeline
>   at: draw_list_draw (drivers/vulkan/rendering_device_vulkan.cpp:7346)

### Steps to reproduce

1. Open the attached reproduction project
2. Open demo.tscn
3. Close demo.tscn
4. Open demo.tscn again

Do **not** open other.gd beforehand. Doing so will stop the problem from occurring.

### Minimal reproduction project

[reproduce_uniform_not_set.zip](https://github.com/godotengine/godot/files/11681977/reproduce_uniform_not_set.zip)

SubWindowResize subwindow_resize_mode;
		Rect2i subwindow_resize_from_rect;
		Vector<SubWindow> sub_windows; 
	} gui;
	DefaultCanvasItemTextureFilter default_canvas_item_texture_filter = DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
	DefaultCanvasItemTextureRepeat default_canvas_item_texture_repeat = DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
	bool disable_input = false;
	bool _gui_call_input(Control *p_control, const Ref<InputEvent> &p_input);
	void _gui_call_notification(Control *p_control, int p_what);
	void _gui_sort_roots();
	Control *_gui_find_control_at_pos(CanvasItem *p_node, const Point2 &p_global, const Transform2D &p_xform);
	void _gui_input_event(Ref<InputEvent> p_event);
	void _perform_drop(Control *p_control = nullptr, Point2 p_pos = Point2());
	void _gui_cleanup_internal_state(Ref<InputEvent> p_event);
	void _push_unhandled_input_internal(const Ref<InputEvent> &p_event);
	Ref<InputEvent> _make_input_local(const Ref<InputEvent> &ev);
	friend class Control;
	List<Control *>::Element *_gui_add_root_control(Control *p_control);
	void _gui_remove_root_control(List<Control *>::Element *RI);
	String _gui_get_tooltip(Control *p_control, const Vector2 &p_pos, Control **r_tooltip_owner = nullptr);
	void _gui_cancel_tooltip();
	void _gui_show_tooltip();
	void _gui_remove_control(Control *p_control);
	void _gui_hide_control(Control *p_control);
	void _gui_force_drag(Control *p_base, const Variant &p_data, Control *p_control);
	void _gui_set_drag_preview(Control *p_base, Control *p_control);
	Control *_gui_get_drag_preview();
	void _gui_remove_focus_for_window(Node *p_window);
	void _gui_unfocus_control(Control *p_control);
	bool _gui_control_has_focus(const Control *p_control);