### 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)

density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
	RD::get_singleton()->set_resource_name(density_map, "Fog density map");
	light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
	RD::get_singleton()->set_resource_name(light_map, "Fog light map");
	emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm);
	RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map");
#else
	tf.format = RD::DATA_FORMAT_R32_UINT;
	tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
	density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
	RD::get_singleton()->set_resource_name(density_map, "Fog density map");
	RD::get_singleton()->texture_clear(density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
	light_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
	RD::get_singleton()->set_resource_name(light_map, "Fog light map");
	RD::get_singleton()->texture_clear(light_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
	emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
	RD::get_singleton()->set_resource_name(emissive_map, "Fog emissive map");
	RD::get_singleton()->texture_clear(emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
#endif
	Vector<RD::Uniform> uniforms;
	{
		RD::Uniform u;
		u.binding = 0;
		u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
		u.append_id(fog_map);
		uniforms.push_back(u);
	}
	sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_sky_shader, RendererRD::SkyRD::SKY_SET_FOG);
}
Fog::VolumetricFog::~VolumetricFog() {