### 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)

uint32_t cluster_size = p_settings.cluster_builder->get_cluster_size();
		params.cluster_shift = get_shift_from_power_of_2(cluster_size);
		uint32_t cluster_screen_width = (p_settings.rb_size.x - 1) / cluster_size + 1;
		uint32_t cluster_screen_height = (p_settings.rb_size.y - 1) / cluster_size + 1;
		params.max_cluster_element_count_div_32 = p_settings.max_cluster_elements / 32;
		params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32);
		params.cluster_width = cluster_screen_width;
		params.screen_size[0] = p_settings.rb_size.x;
		params.screen_size[1] = p_settings.rb_size.y;
	}
	Basis sky_transform = RendererSceneRenderRD::get_singleton()->environment_get_sky_orientation(p_settings.env);
	sky_transform = sky_transform.inverse() * p_cam_transform.basis;
	RendererRD::MaterialStorage::store_transform_3x3(sky_transform, params.radiance_inverse_xform);
	RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
	RENDER_TIMESTAMP("Render Fog");
	RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, RD::BARRIER_MASK_COMPUTE);
	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]);
	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set_density, 0);
	if (using_sdfgi) {
		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->sdfgi_uniform_set, 1);
	}
	RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
	RD::get_singleton()->compute_list_add_barrier(compute_list);
	
	if (RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) {
		RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]);
		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.copy_uniform_set, 0);
		RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
		RD::get_singleton()->compute_list_add_barrier(compute_list);