### 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
uniform_set.mutable_sampled_textures = mutable_sampled_textures;
	uniform_set.mutable_storage_textures = mutable_storage_textures;
	uniform_set.shader_set = p_shader_set;
	uniform_set.shader_id = p_shader;
	RID id = uniform_set_owner.make_rid(uniform_set);
#ifdef DEV_ENABLED
	set_resource_name(id, "RID:" + itos(id.get_id()));
#endif
	
	_add_dependency(id, p_shader);
	for (uint32_t i = 0; i < uniform_count; i++) {
		const Uniform &uniform = uniforms[i];
		int id_count = uniform.get_id_count();
		for (int j = 0; j < id_count; j++) {
			_add_dependency(id, uniform.get_id(j));
		}
	}
	
	if (writes.size()) {
		for (int i = 0; i < writes.size(); i++) {
			writes.write[i].dstSet = descriptor_set;
		}
		vkUpdateDescriptorSets(device, writes.size(), writes.ptr(), 0, nullptr);
	}
	return id;
}
bool RenderingDeviceVulkan::uniform_set_is_valid(RID p_uniform_set) {
	return uniform_set_owner.owns(p_uniform_set);
}
void RenderingDeviceVulkan::uniform_set_set_invalidation_callback(RID p_uniform_set, InvalidationCallback p_callback, void *p_userdata) {