### 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)

#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
				u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
#endif
				u.binding = 3;
				u.append_id(fog->density_map);
				uniforms.push_back(u);
			}
			{
				RD::Uniform u;
#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
				u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
#endif
				u.binding = 4;
				u.append_id(fog->light_map);
				uniforms.push_back(u);
			}
			fog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS);
		}
		RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
		bool any_uses_time = false;
		for (int i = 0; i < (int)p_fog_volumes.size(); i++) {
			FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]);
			ERR_FAIL_COND(!fog_volume_instance);
			RID fog_volume = fog_volume_instance->volume;
			RID fog_material = RendererRD::Fog::get_singleton()->fog_volume_get_material(fog_volume);
			FogMaterialData *material = nullptr;