### 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
Vector<VkWriteDescriptorSet> writes;
	DescriptorPoolKey pool_key;
	
	List<Vector<VkDescriptorBufferInfo>> buffer_infos;
	List<Vector<VkBufferView>> buffer_views;
	List<Vector<VkDescriptorImageInfo>> image_infos;
	
	LocalVector<UniformSet::AttachableTexture> attachable_textures;
	Vector<Texture *> mutable_sampled_textures;
	Vector<Texture *> mutable_storage_textures;
	for (uint32_t i = 0; i < set_uniform_count; i++) {
		const UniformInfo &set_uniform = set_uniforms[i];
		int uniform_idx = -1;
		for (int j = 0; j < (int)uniform_count; j++) {
			if (uniforms[j].binding == set_uniform.binding) {
				uniform_idx = j;
			}
		}
		ERR_FAIL_COND_V_MSG(uniform_idx == -1, RID(),
				"All the shader bindings for the given set must be covered by the uniforms provided. Binding (" + itos(set_uniform.binding) + "), set (" + itos(p_shader_set) + ") was not provided.");
		const Uniform &uniform = uniforms[uniform_idx];
		ERR_FAIL_COND_V_MSG(uniform.uniform_type != set_uniform.type, RID(),
				"Mismatch uniform type for binding (" + itos(set_uniform.binding) + "), set (" + itos(p_shader_set) + "). Expected '" + shader_uniform_names[set_uniform.type] + "', supplied: '" + shader_uniform_names[uniform.uniform_type] + "'.");
		VkWriteDescriptorSet write; 
		write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
		write.pNext = nullptr;
		write.dstSet = VK_NULL_HANDLE; 
		write.dstBinding = set_uniform.binding;
		write.dstArrayElement = 0;
		write.descriptorCount = 0;