### 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)

}
	RD::get_singleton()->draw_command_end_label();
	if (p_settings.volumetric_fog_filter_active) {
		RD::get_singleton()->draw_command_begin_label("Filter Fog");
		RENDER_TIMESTAMP("Filter Fog");
		RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set, 0);
		RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
		RD::get_singleton()->compute_list_end();
		
		params.filter_axis = 1;
		RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
		compute_list = RD::get_singleton()->compute_list_begin();
		RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set2, 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);
		RD::get_singleton()->draw_command_end_label();
	}
	RENDER_TIMESTAMP("Integrate Fog");
	RD::get_singleton()->draw_command_begin_label("Integrate Fog");
	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]);
	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set, 0);
	RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, 1);
	RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
	RENDER_TIMESTAMP("< Volumetric Fog");
	RD::get_singleton()->draw_command_end_label();
	RD::get_singleton()->draw_command_end_label();
}