### 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.
code += "	float tex_angle = textureLod(angle_texture, vec2(tv, 0.0), 0.0).r;\n";
	} else {
		code += "	float tex_angle = 1.0;\n";
	}
	if (tex_parameters[PARAM_ANIM_SPEED].is_valid()) {
		code += "	float tex_anim_speed = textureLod(anim_speed_texture, vec2(tv, 0.0), 0.0).r;\n";
	} else {
		code += "	float tex_anim_speed = 1.0;\n";
	}
	if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) {
		code += "	float tex_anim_offset = textureLod(anim_offset_texture, vec2(tv, 0.0), 0.0).r;\n";
	} else {
		code += "	float tex_anim_offset = 1.0;\n";
	}
	code += "	vec3 force = gravity;\n";
	code += "	vec3 pos = TRANSFORM[3].xyz;\n";
	if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
		code += "	pos.z = 0.0;\n";
	}
	code += "	// apply linear acceleration\n";
	code += "	force += length(VELOCITY) > 0.0 ? normalize(VELOCITY) * tex_linear_accel * mix(linear_accel_min, linear_accel_max, rand_from_seed(alt_seed)) : vec3(0.0);\n";
	code += "	// apply radial acceleration\n";
	code += "	vec3 org = EMISSION_TRANSFORM[3].xyz;\n";
	code += "	vec3 diff = pos - org;\n";
	code += "	force += length(diff) > 0.0 ? normalize(diff) * tex_radial_accel * mix(radial_accel_min, radial_accel_max, rand_from_seed(alt_seed)) : vec3(0.0);\n";
	code += "	// apply tangential acceleration;\n";
	code += "	float tangent_accel_val = tex_tangent_accel * mix(tangent_accel_min, tangent_accel_max, rand_from_seed(alt_seed));\n";
	if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
		code += "	force += length(diff.yx) > 0.0 ? vec3(normalize(diff.yx * vec2(-1.0, 1.0)), 0.0) * tangent_accel_val : vec3(0.0);\n";
	} else {