### Godot version

4.1.dev3.official [a67d37f]

### System information

Windows 11 [Vulkan]

### Issue description

The work performed in #77154 drastically changed the visual characteristics of particle turbulence.  I am no longer able to get the same "turbulent" behaviour that existed before these changes - no matter which turbulence settings I change.  Please let me know if there's something I'm missing about the new implementation that would give this result.

![image](https://github.com/godotengine/godot/assets/8756569/05a338a3-140b-4353-ae11-62ec9714b3d1)


### Steps to reproduce

To reproduce this is fairly simple:

1. Create a GPUParticles2D Node
2. Emit a significant number of particles (I'm emitting 50,000)
3. Set Initial Velocity [Max] to around 250, and Direction Spread to 180.  Enable turbulence
4. Set the turbulence_influence_min property to 0.1 (default) and turbulence_influence_max to 1
5. Observe how the turbulence appears in v4.1.dev3.official with the changes in #77154 versus the previous build without these changes.  The new implementation just results in some minor particle "jitter", but not the actual turbulence that it's supposed to have.


### Minimal reproduction project

No sample project provided, as the reproduction is quite simple to replicate.
code += "	float s = noise(p);\n";
		code += "	float s1 = noise(p + vec4(vec3(0.0), 1.7320508 * 2048.333333));\n";
		code += "	float s2 = noise(p - vec4(vec3(0.0), 1.7320508 * 2048.333333));\n";
		code += "	vec3 c = vec3(s, s1, s2);\n";
		code += "	return c;\n";
		code += "}\n";
		code += "vec3 curl_3d(vec4 p, float c) {\n";
		code += "	float epsilon = 0.001 + c;\n";
		code += "	vec4 dx = vec4(epsilon, 0.0, 0.0, 0.0);\n";
		code += "	vec4 dy = vec4(0.0, epsilon, 0.0, 0.0);\n";
		code += "	vec4 dz = vec4(0.0, 0.0, epsilon, 0.0);\n";
		code += "	vec3 x0 = noise_3x(p - dx).xyz;\n";
		code += "	vec3 x1 = noise_3x(p + dx).xyz;\n";
		code += "	vec3 y0 = noise_3x(p - dy).xyz;\n";
		code += "	vec3 y1 = noise_3x(p + dy).xyz;\n";
		code += "	vec3 z0 = noise_3x(p - dz).xyz;\n";
		code += "	vec3 z1 = noise_3x(p + dz).xyz;\n";
		code += "	float x = (y1.z - y0.z) - (z1.y - z0.y);\n";
		code += "	float y = (z1.x - z0.x) - (x1.z - x0.z);\n";
		code += "	float z = (x1.y - x0.y) - (y1.x - y0.x);\n";
		code += "	return normalize(vec3(x, y, z));\n";
		code += "}\n";
		code += "vec3 get_noise_direction(vec3 pos) {\n";
		code += "	float adj_contrast = max((turbulence_noise_strength - 1.0), 0.0) * 70.0;\n";
		code += "	vec4 noise_time = TIME * vec4(turbulence_noise_speed, turbulence_noise_speed_random);\n";
		code += "	vec4 noise_pos = vec4(pos * turbulence_noise_scale, 0.0);\n";
		code += "	vec3 noise_direction = curl_3d(noise_pos + noise_time, adj_contrast);\n";
		code += "	noise_direction = mix(0.9 * noise_direction, noise_direction, turbulence_noise_strength - 9.0);\n";
		code += "	return noise_direction;\n";
		code += "}\n";