### 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
_flush(false);
	_free_rids(render_pipeline_owner, "Pipeline");
	_free_rids(compute_pipeline_owner, "Compute");
	_free_rids(uniform_set_owner, "UniformSet");
	_free_rids(texture_buffer_owner, "TextureBuffer");
	_free_rids(storage_buffer_owner, "StorageBuffer");
	_free_rids(uniform_buffer_owner, "UniformBuffer");
	_free_rids(shader_owner, "Shader");
	_free_rids(index_array_owner, "IndexArray");
	_free_rids(index_buffer_owner, "IndexBuffer");
	_free_rids(vertex_array_owner, "VertexArray");
	_free_rids(vertex_buffer_owner, "VertexBuffer");
	_free_rids(framebuffer_owner, "Framebuffer");
	_free_rids(sampler_owner, "Sampler");
	{
		
		List<RID> owned;
		texture_owner.get_owned_list(&owned);
		if (owned.size()) {
			if (owned.size() == 1) {
				WARN_PRINT("1 RID of type \"Texture\" was leaked.");
			} else {
				WARN_PRINT(vformat("%d RIDs of type \"Texture\" were leaked.", owned.size()));
			}
			
			for (List<RID>::Element *E = owned.front(); E;) {
				List<RID>::Element *N = E->next();