### 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.
code += " 			ortho_axis = cross(axis, vec3(1.0, 0.0, 0.0));\n";
			code += "		}\n";
			code += "		ortho_axis = normalize(ortho_axis);\n";
			code += "		float s = sin(ring_spawn_angle);\n";
			code += "		float c = cos(ring_spawn_angle);\n";
			code += "		float oc = 1.0 - c;\n";
			code += "		ortho_axis = mat3(\n";
			code += "			vec3(c + axis.x * axis.x * oc, axis.x * axis.y * oc - axis.z * s, axis.x * axis.z *oc + axis.y * s),\n";
			code += "			vec3(axis.x * axis.y * oc + s * axis.z, c + axis.y * axis.y * oc, axis.y * axis.z * oc - axis.x * s),\n";
			code += "			vec3(axis.z * axis.x * oc - axis.y * s, axis.z * axis.y * oc + axis.x * s, c + axis.z * axis.z * oc)\n";
			code += "			) * ortho_axis;\n";
			code += "		ortho_axis = normalize(ortho_axis);\n";
			code += "		TRANSFORM[3].xyz = ortho_axis * ring_random_radius + (rand_from_seed(alt_seed) * emission_ring_height - emission_ring_height / 2.0) * axis;\n";
		} break;
		case EMISSION_SHAPE_MAX: { 
			break;
		}
	}
	code += "	if (RESTART_VELOCITY) VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n";
	
	if (turbulence_enabled) {
		code += "	vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz);\n";
		code += "	float turb_init_displacement = mix(turbulence_initial_displacement_min, turbulence_initial_displacement_max, rand_from_seed(alt_seed));";
		code += "	TRANSFORM[3].xyz += noise_direction * turb_init_displacement;\n";
	}
	code += "	TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n";
	if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
		code += "	VELOCITY.z = 0.0;\n";
		code += "	TRANSFORM[3].z = 0.0;\n";
	}