### 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
{ 
				Vector<uint8_t> zstd;
				zstd.resize(Compression::get_max_compressed_buffer_size(smolv.size(), Compression::MODE_ZSTD));
				int dst_size = Compression::compress(zstd.ptrw(), &smolv[0], smolv.size(), Compression::MODE_ZSTD);
				if (dst_size > 0 && (uint32_t)dst_size < smolv.size()) {
					zstd_size.push_back(dst_size);
					zstd.resize(dst_size);
					compressed_stages.push_back(zstd);
				} else {
					Vector<uint8_t> smv;
					smv.resize(smolv.size());
					memcpy(smv.ptrw(), &smolv[0], smolv.size());
					zstd_size.push_back(0); 
					compressed_stages.push_back(smv);
				}
			}
		}
		uint32_t s = compressed_stages[i].size();
		if (s % 4 != 0) {
			s += 4 - (s % 4);
		}
		stages_binary_size += s;
	}
	binary_data.specialization_constants_count = specialization_constants.size();
	binary_data.set_count = uniform_info.size();
	binary_data.stage_count = p_spirv.size();
	CharString shader_name_utf = p_shader_name.utf8();
	binary_data.shader_name_len = shader_name_utf.length();
	uint32_t total_size = sizeof(uint32_t) * 3; 
	total_size += sizeof(RenderingDeviceVulkanShaderBinaryData);