### Godot version

v4.1.dev.custom_build [a67d37f7c]

### System information

Windows 10, Vulkan

### Issue description

When changing between scenes that have volumetric fog enabled in the world environment, for example with `change_scene_to_file`, after changing there will be a continuous stream of errors that doesn't seem to stop.
Leaving a copy of one of the errors here so it's findable when searching the issue: 
"RenderingDeviceVulkan::compute_list_bind_uniform_set: Condition "!uniform_set" is true.
  <C++ Source>   drivers\vulkan\rendering_device_vulkan.cpp:7816 @ RenderingDeviceVulkan::compute_list_bind_uniform_set()"

The MRP is the volumetric fog demo, with its main scene duplicated, and the left/right arrow keys being used to change between scenes.

Disabling vol fog in either scene makes the errors go away.

![image](https://github.com/godotengine/godot/assets/115422160/f2c8ef63-f3f3-49ed-8a44-bbee88c9c352)



### Steps to reproduce

Use left/right arrow keys to change scene and back, then error spam should begin.

### Minimal reproduction project

[new hot volumetric_fog bug.zip](https://github.com/godotengine/godot/files/11575612/new.hot.volumetric_fog.bug.zip)

return Fog::get_singleton()->_create_fog_material_func(static_cast<FogShaderData *>(p_shader));
};
RID Fog::fog_volume_instance_create(RID p_fog_volume) {
	FogVolumeInstance fvi;
	fvi.volume = p_fog_volume;
	return fog_volume_instance_owner.make_rid(fvi);
}
void Fog::fog_instance_free(RID p_rid) {
	fog_volume_instance_owner.free(p_rid);
}
void Fog::init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array) {
	MaterialStorage *material_storage = MaterialStorage::get_singleton();
	{
		
		Vector<String> volumetric_fog_modes;
		volumetric_fog_modes.push_back("");
		volumetric_fog.shader.initialize(volumetric_fog_modes);
		material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_shader_funcs);
		material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_material_funcs);
		volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
	}
	{
		ShaderCompiler::DefaultIdentifierActions actions;
		actions.renames["TIME"] = "scene_params.time";
		actions.renames["PI"] = _MKSTR(Math_PI);