### 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
#ifdef DEV_ENABLED
	String resource_name;
	if (resource_names.has(p_id)) {
		resource_name = resource_names[p_id];
		resource_names.erase(p_id);
	}
#endif
	
	if (texture_owner.owns(p_id)) {
		Texture *texture = texture_owner.get_or_null(p_id);
		frames[frame].textures_to_dispose_of.push_back(*texture);
		texture_owner.free(p_id);
	} else if (framebuffer_owner.owns(p_id)) {
		Framebuffer *framebuffer = framebuffer_owner.get_or_null(p_id);
		frames[frame].framebuffers_to_dispose_of.push_back(*framebuffer);
		if (framebuffer->invalidated_callback != nullptr) {
			framebuffer->invalidated_callback(framebuffer->invalidated_callback_userdata);
		}
		framebuffer_owner.free(p_id);
	} else if (sampler_owner.owns(p_id)) {
		VkSampler *sampler = sampler_owner.get_or_null(p_id);