### Godot version

v4.0.3.stable.mono.official [5222a99f5]

### System information

Windows 11, Forward+, Nvidia 3070 latest driver

### Issue description

When instancing many GPUParticles2D, occasionally the following error will be printed to the debugger console:

```
E 0:15:35:0980   compute_list_dispatch: Uniforms were never supplied for set (3) at the time of drawing, which are required by the pipeline
  <C++ Error>    Method/function failed.
  <C++ Source>   drivers/vulkan/rendering_device_vulkan.cpp:8007 @ compute_list_dispatch()
```

Massive artifacts coincide with this error. See example below:

https://github.com/godotengine/godot/assets/4622925/07b31c12-5388-4977-9c13-e91c8b6442fb

I am having difficulty recreating the exact conditions for this error. It seems to happen when many GPU particles are added to the tree at around the same time.

### Steps to reproduce

1. Instance many particles at once.

I realize this isn't helpful. I'm going to do more investigation to see if I can get more accurate reproduction steps.

### Minimal reproduction project

N/A yet
while (frames[p_frame].shaders_to_dispose_of.front()) {
		Shader *shader = &frames[p_frame].shaders_to_dispose_of.front()->get();
		
		for (int i = 0; i < shader->sets.size(); i++) {
			vkDestroyDescriptorSetLayout(device, shader->sets[i].descriptor_set_layout, nullptr);
		}
		
		vkDestroyPipelineLayout(device, shader->pipeline_layout, nullptr);
		
		for (int i = 0; i < shader->pipeline_stages.size(); i++) {
			vkDestroyShaderModule(device, shader->pipeline_stages[i].module, nullptr);
		}
		frames[p_frame].shaders_to_dispose_of.pop_front();
	}
	
	while (frames[p_frame].samplers_to_dispose_of.front()) {
		VkSampler sampler = frames[p_frame].samplers_to_dispose_of.front()->get();
		vkDestroySampler(device, sampler, nullptr);
		frames[p_frame].samplers_to_dispose_of.pop_front();
	}
	
	while (frames[p_frame].framebuffers_to_dispose_of.front()) {
		Framebuffer *framebuffer = &frames[p_frame].framebuffers_to_dispose_of.front()->get();
		for (const KeyValue<Framebuffer::VersionKey, Framebuffer::Version> &E : framebuffer->framebuffers) {
			
			vkDestroyFramebuffer(device, E.value.framebuffer, nullptr);
			vkDestroyRenderPass(device, E.value.render_pass, nullptr);
		}
		frames[p_frame].framebuffers_to_dispose_of.pop_front();