### 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)

if (p_node != this) {
		Window *w = Object::cast_to<Window>(p_node);
		if (w && (!w->is_inside_tree() || !w->is_embedded())) {
			return;
		}
		CanvasItem *ci = Object::cast_to<CanvasItem>(p_node);
		if (ci) {
			ci->queue_redraw();
		}
	}
	int cc = p_node->get_child_count();
	for (int i = 0; i < cc; i++) {
		_update_canvas_items(p_node->get_child(i));
	}
}
Ref<ViewportTexture> Viewport::get_texture() const {
	ERR_READ_THREAD_GUARD_V(Ref<ViewportTexture>());
	return default_texture;
}
void Viewport::set_positional_shadow_atlas_size(int p_size) {
	ERR_MAIN_THREAD_GUARD;
	positional_shadow_atlas_size = p_size;
	RS::get_singleton()->viewport_set_positional_shadow_atlas_size(viewport, p_size, positional_shadow_atlas_16_bits);
}
int Viewport::get_positional_shadow_atlas_size() const {