### 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
dl->state.sets[p_index].uniform_set_format = uniform_set->format;
	dl->state.sets[p_index].uniform_set = p_uniform_set;
	uint32_t mst_count = uniform_set->mutable_storage_textures.size();
	if (mst_count) {
		Texture **mst_textures = const_cast<UniformSet *>(uniform_set)->mutable_storage_textures.ptrw();
		for (uint32_t i = 0; i < mst_count; i++) {
			if (mst_textures[i]->used_in_frame != frames_drawn) {
				mst_textures[i]->used_in_frame = frames_drawn;
				mst_textures[i]->used_in_transfer = false;
				mst_textures[i]->used_in_compute = false;
			}
			mst_textures[i]->used_in_raster = true;
		}
	}
#ifdef DEBUG_ENABLED
	{ 
		uint32_t attachable_count = uniform_set->attachable_textures.size();
		const UniformSet::AttachableTexture *attachable_ptr = uniform_set->attachable_textures.ptr();
		uint32_t bound_count = draw_list_bound_textures.size();
		const RID *bound_ptr = draw_list_bound_textures.ptr();
		for (uint32_t i = 0; i < attachable_count; i++) {
			for (uint32_t j = 0; j < bound_count; j++) {
				ERR_FAIL_COND_MSG(attachable_ptr[i].texture == bound_ptr[j],
						"Attempted to use the same texture in framebuffer attachment and a uniform (set: " + itos(p_index) + ", binding: " + itos(attachable_ptr[i].bind) + "), this is not allowed.");
			}
		}
	}
#endif
}
void RenderingDeviceVulkan::draw_list_bind_vertex_array(DrawListID p_list, RID p_vertex_array) {