### 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
frames[frame].buffer_views_to_dispose_of.push_back(texture_buffer->view);
		texture_buffer_owner.free(p_id);
	} else if (storage_buffer_owner.owns(p_id)) {
		Buffer *storage_buffer = storage_buffer_owner.get_or_null(p_id);
		frames[frame].buffers_to_dispose_of.push_back(*storage_buffer);
		storage_buffer_owner.free(p_id);
	} else if (uniform_set_owner.owns(p_id)) {
		UniformSet *uniform_set = uniform_set_owner.get_or_null(p_id);
		frames[frame].uniform_sets_to_dispose_of.push_back(*uniform_set);
		uniform_set_owner.free(p_id);
		if (uniform_set->invalidated_callback != nullptr) {
			uniform_set->invalidated_callback(uniform_set->invalidated_callback_userdata);
		}
	} else if (render_pipeline_owner.owns(p_id)) {
		RenderPipeline *pipeline = render_pipeline_owner.get_or_null(p_id);
		frames[frame].render_pipelines_to_dispose_of.push_back(*pipeline);
		render_pipeline_owner.free(p_id);
	} else if (compute_pipeline_owner.owns(p_id)) {
		ComputePipeline *pipeline = compute_pipeline_owner.get_or_null(p_id);
		frames[frame].compute_pipelines_to_dispose_of.push_back(*pipeline);
		compute_pipeline_owner.free(p_id);
	} else {
#ifdef DEV_ENABLED
		ERR_PRINT("Attempted to free invalid ID: " + itos(p_id.get_id()) + " " + resource_name);
#else
		ERR_PRINT("Attempted to free invalid ID: " + itos(p_id.get_id()));
#endif
	}
}
void RenderingDeviceVulkan::free(RID p_id) {