### 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
while (frames[p_frame].render_pipelines_to_dispose_of.front()) {
		RenderPipeline *pipeline = &frames[p_frame].render_pipelines_to_dispose_of.front()->get();
		vkDestroyPipeline(device, pipeline->pipeline, nullptr);
		frames[p_frame].render_pipelines_to_dispose_of.pop_front();
	}
	while (frames[p_frame].compute_pipelines_to_dispose_of.front()) {
		ComputePipeline *pipeline = &frames[p_frame].compute_pipelines_to_dispose_of.front()->get();
		vkDestroyPipeline(device, pipeline->pipeline, nullptr);
		frames[p_frame].compute_pipelines_to_dispose_of.pop_front();
	}
	
	while (frames[p_frame].uniform_sets_to_dispose_of.front()) {
		UniformSet *uniform_set = &frames[p_frame].uniform_sets_to_dispose_of.front()->get();
		vkFreeDescriptorSets(device, uniform_set->pool->pool, 1, &uniform_set->descriptor_set);
		_descriptor_pool_free(uniform_set->pool_key, uniform_set->pool);
		frames[p_frame].uniform_sets_to_dispose_of.pop_front();
	}
	
	while (frames[p_frame].buffer_views_to_dispose_of.front()) {
		VkBufferView buffer_view = frames[p_frame].buffer_views_to_dispose_of.front()->get();
		vkDestroyBufferView(device, buffer_view, nullptr);
		frames[p_frame].buffer_views_to_dispose_of.pop_front();
	}