### 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[i].bound = false;
				dl->state.sets[i].pipeline_expected_format = pformats[i];
				sets_valid = false;
			}
		}
		for (uint32_t i = pcount; i < dl->state.set_count; i++) {
			
			dl->state.sets[i].bound = false;
		}
		dl->state.set_count = pcount; 
		if (pipeline->push_constant_size) {
			dl->state.pipeline_push_constant_stages = pipeline->push_constant_stages_mask;
#ifdef DEBUG_ENABLED
			dl->validation.pipeline_push_constant_supplied = false;
#endif
		}
		dl->state.pipeline_shader = pipeline->shader;
	}
#ifdef DEBUG_ENABLED
	
	dl->validation.pipeline_active = true;
	dl->validation.pipeline_dynamic_state = pipeline->validation.dynamic_state;
	dl->validation.pipeline_vertex_format = pipeline->validation.vertex_format;
	dl->validation.pipeline_uses_restart_indices = pipeline->validation.uses_restart_indices;
	dl->validation.pipeline_primitive_divisor = pipeline->validation.primitive_divisor;
	dl->validation.pipeline_primitive_minimum = pipeline->validation.primitive_minimum;
	dl->validation.pipeline_push_constant_size = pipeline->push_constant_size;
#endif
}
void RenderingDeviceVulkan::draw_list_bind_uniform_set(DrawListID p_list, RID p_uniform_set, uint32_t p_index) {