### 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)

};
	void init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_layers, bool p_is_using_radiance_cubemap_array);
	void free_fog_shader();
	struct VolumetricFogSettings {
		Vector2i rb_size;
		double time;
		bool is_using_radiance_cubemap_array;
		uint32_t max_cluster_elements;
		bool volumetric_fog_filter_active;
		RID shadow_sampler;
		RID voxel_gi_buffer;
		RID shadow_atlas_depth;
		RID omni_light_buffer;
		RID spot_light_buffer;
		RID directional_shadow_depth;
		RID directional_light_buffer;
		
		Ref<VolumetricFog> vfog;
		ClusterBuilderRD *cluster_builder;
		GI *gi;
		Ref<GI::SDFGI> sdfgi;
		Ref<GI::RenderBuffersGI> rbgi;
		RID env;
		SkyRD *sky;
	};
	void volumetric_fog_update(const VolumetricFogSettings &p_settings, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
};
} 
#endif