### 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 PARAM_TURB_VEL_INFLUENCE: {
			
		} break;
		case PARAM_TURB_INIT_DISPLACEMENT: {
			
		} break;
		case PARAM_MAX:
			break; 
	}
	_queue_shader_change();
}
Ref<Texture2D> ParticleProcessMaterial::get_param_texture(Parameter p_param) const {
	ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref<Texture2D>());
	return tex_parameters[p_param];
}
void ParticleProcessMaterial::set_color(const Color &p_color) {
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color, p_color);
	color = p_color;
}
Color ParticleProcessMaterial::get_color() const {
	return color;
}
void ParticleProcessMaterial::set_color_ramp(const Ref<Texture2D> &p_texture) {
	color_ramp = p_texture;
	RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color_ramp, tex_rid);
	_queue_shader_change();
	notify_property_list_changed();
}
Ref<Texture2D> ParticleProcessMaterial::get_color_ramp() const {