### 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.
ClassDB::bind_method(D_METHOD("get_turbulence_noise_speed"), &ParticleProcessMaterial::get_turbulence_noise_speed);
	ClassDB::bind_method(D_METHOD("set_turbulence_noise_speed", "turbulence_noise_speed"), &ParticleProcessMaterial::set_turbulence_noise_speed);
	ClassDB::bind_method(D_METHOD("get_gravity"), &ParticleProcessMaterial::get_gravity);
	ClassDB::bind_method(D_METHOD("set_gravity", "accel_vec"), &ParticleProcessMaterial::set_gravity);
	ClassDB::bind_method(D_METHOD("set_lifetime_randomness", "randomness"), &ParticleProcessMaterial::set_lifetime_randomness);
	ClassDB::bind_method(D_METHOD("get_lifetime_randomness"), &ParticleProcessMaterial::get_lifetime_randomness);
	ClassDB::bind_method(D_METHOD("get_sub_emitter_mode"), &ParticleProcessMaterial::get_sub_emitter_mode);
	ClassDB::bind_method(D_METHOD("set_sub_emitter_mode", "mode"), &ParticleProcessMaterial::set_sub_emitter_mode);
	ClassDB::bind_method(D_METHOD("get_sub_emitter_frequency"), &ParticleProcessMaterial::get_sub_emitter_frequency);
	ClassDB::bind_method(D_METHOD("set_sub_emitter_frequency", "hz"), &ParticleProcessMaterial::set_sub_emitter_frequency);
	ClassDB::bind_method(D_METHOD("get_sub_emitter_amount_at_end"), &ParticleProcessMaterial::get_sub_emitter_amount_at_end);
	ClassDB::bind_method(D_METHOD("set_sub_emitter_amount_at_end", "amount"), &ParticleProcessMaterial::set_sub_emitter_amount_at_end);
	ClassDB::bind_method(D_METHOD("get_sub_emitter_amount_at_collision"), &ParticleProcessMaterial::get_sub_emitter_amount_at_collision);
	ClassDB::bind_method(D_METHOD("set_sub_emitter_amount_at_collision", "amount"), &ParticleProcessMaterial::set_sub_emitter_amount_at_collision);
	ClassDB::bind_method(D_METHOD("get_sub_emitter_keep_velocity"), &ParticleProcessMaterial::get_sub_emitter_keep_velocity);
	ClassDB::bind_method(D_METHOD("set_sub_emitter_keep_velocity", "enable"), &ParticleProcessMaterial::set_sub_emitter_keep_velocity);
	ClassDB::bind_method(D_METHOD("set_attractor_interaction_enabled", "enabled"), &ParticleProcessMaterial::set_attractor_interaction_enabled);
	ClassDB::bind_method(D_METHOD("is_attractor_interaction_enabled"), &ParticleProcessMaterial::is_attractor_interaction_enabled);
	ClassDB::bind_method(D_METHOD("set_collision_mode", "mode"), &ParticleProcessMaterial::set_collision_mode);
	ClassDB::bind_method(D_METHOD("get_collision_mode"), &ParticleProcessMaterial::get_collision_mode);
	ClassDB::bind_method(D_METHOD("set_collision_use_scale", "radius"), &ParticleProcessMaterial::set_collision_use_scale);
	ClassDB::bind_method(D_METHOD("is_collision_using_scale"), &ParticleProcessMaterial::is_collision_using_scale);
	ClassDB::bind_method(D_METHOD("set_collision_friction", "friction"), &ParticleProcessMaterial::set_collision_friction);
	ClassDB::bind_method(D_METHOD("get_collision_friction"), &ParticleProcessMaterial::get_collision_friction);
	ClassDB::bind_method(D_METHOD("set_collision_bounce", "bounce"), &ParticleProcessMaterial::set_collision_bounce);
	ClassDB::bind_method(D_METHOD("get_collision_bounce"), &ParticleProcessMaterial::get_collision_bounce);
	ADD_GROUP("Time", "");
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime_randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_lifetime_randomness", "get_lifetime_randomness");
	ADD_GROUP("Emission Shape", "emission_");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_shape", PROPERTY_HINT_ENUM, "Point,Sphere,Sphere Surface,Box,Points,Directed Points,Ring"), "set_emission_shape", "get_emission_shape");