### 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.
case EMISSION_SHAPE_POINTS:
		case EMISSION_SHAPE_DIRECTED_POINTS: {
			code += "		TRANSFORM[3].xyz = texelFetch(emission_texture_points, emission_tex_ofs, 0).xyz;\n";
			if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS) {
				if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
					code += "		{\n";
					code += "			mat2 rotm;";
					code += "			rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;\n";
					code += "			rotm[1] = rotm[0].yx * vec2(1.0, -1.0);\n";
					code += "			if (RESTART_VELOCITY) VELOCITY.xy = rotm * VELOCITY.xy;\n";
					code += "		}\n";
				} else {
					code += "		{\n";
					code += "			vec3 normal = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xyz;\n";
					code += "			vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);\n";
					code += "			vec3 tangent = normalize(cross(v0, normal));\n";
					code += "			vec3 bitangent = normalize(cross(tangent, normal));\n";
					code += "			if (RESTART_VELOCITY) VELOCITY = mat3(tangent, bitangent, normal) * VELOCITY;\n";
					code += "		}\n";
				}
			}
		} break;
		case EMISSION_SHAPE_RING: {
			code += "		float ring_spawn_angle = rand_from_seed(alt_seed) * 2.0 * pi;\n";
			code += "		float ring_random_radius = rand_from_seed(alt_seed) * (emission_ring_radius - emission_ring_inner_radius) + emission_ring_inner_radius;\n";
			code += "		vec3 axis = normalize(emission_ring_axis);\n";
			code += "		vec3 ortho_axis = vec3(0.0);\n";
			code += "		if (axis == vec3(1.0, 0.0, 0.0)) {\n";
			code += "			ortho_axis = cross(axis, vec3(0.0, 1.0, 0.0));\n";
			code += "		} else {\n";