### 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 DEBUG_ENABLED
	ERR_FAIL_COND_MSG(p_index >= limits.maxBoundDescriptorSets || p_index >= MAX_UNIFORM_SETS,
			"Attempting to bind a descriptor set (" + itos(p_index) + ") greater than what the hardware supports (" + itos(limits.maxBoundDescriptorSets) + ").");
#endif
	DrawList *dl = _get_draw_list_ptr(p_list);
	ERR_FAIL_COND(!dl);
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND_MSG(!dl->validation.active, "Submitted Draw Lists can no longer be modified.");
#endif
	const UniformSet *uniform_set = uniform_set_owner.get_or_null(p_uniform_set);
	ERR_FAIL_COND(!uniform_set);
	if (p_index > dl->state.set_count) {
		dl->state.set_count = p_index;
	}
	dl->state.sets[p_index].descriptor_set = uniform_set->descriptor_set; 
	dl->state.sets[p_index].bound = false;