### Godot version

4.1.dev3.official [a67d37f]

### System information

Windows 11 [Vulkan]

### Issue description

The work performed in #77154 drastically changed the visual characteristics of particle turbulence.  I am no longer able to get the same "turbulent" behaviour that existed before these changes - no matter which turbulence settings I change.  Please let me know if there's something I'm missing about the new implementation that would give this result.

![image](https://github.com/godotengine/godot/assets/8756569/05a338a3-140b-4353-ae11-62ec9714b3d1)


### Steps to reproduce

To reproduce this is fairly simple:

1. Create a GPUParticles2D Node
2. Emit a significant number of particles (I'm emitting 50,000)
3. Set Initial Velocity [Max] to around 250, and Direction Spread to 180.  Enable turbulence
4. Set the turbulence_influence_min property to 0.1 (default) and turbulence_influence_max to 1
5. Observe how the turbulence appears in v4.1.dev3.official with the changes in #77154 versus the previous build without these changes.  The new implementation just results in some minor particle "jitter", but not the actual turbulence that it's supposed to have.


### Minimal reproduction project

No sample project provided, as the reproduction is quite simple to replicate.
ERR_FAIL_INDEX(p_shape, EMISSION_SHAPE_MAX);
	emission_shape = p_shape;
	notify_property_list_changed();
	_queue_shader_change();
}
void ParticleProcessMaterial::set_emission_sphere_radius(real_t p_radius) {
	emission_sphere_radius = p_radius;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_sphere_radius, p_radius);
}
void ParticleProcessMaterial::set_emission_box_extents(Vector3 p_extents) {
	emission_box_extents = p_extents;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_box_extents, p_extents);
}
void ParticleProcessMaterial::set_emission_point_texture(const Ref<Texture2D> &p_points) {
	emission_point_texture = p_points;
	RID tex_rid = p_points.is_valid() ? p_points->get_rid() : RID();
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_points, tex_rid);
}
void ParticleProcessMaterial::set_emission_normal_texture(const Ref<Texture2D> &p_normals) {
	emission_normal_texture = p_normals;
	RID tex_rid = p_normals.is_valid() ? p_normals->get_rid() : RID();
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_normal, tex_rid);
}
void ParticleProcessMaterial::set_emission_color_texture(const Ref<Texture2D> &p_colors) {
	emission_color_texture = p_colors;
	RID tex_rid = p_colors.is_valid() ? p_colors->get_rid() : RID();
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_color, tex_rid);
	_queue_shader_change();
}
void ParticleProcessMaterial::set_emission_point_count(int p_count) {