### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Debian 11 | Vulkan API 1.2.175 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1080 | nvidia-driver 470.182.03-1 from Debian 11 | Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz

### Issue description

Re-opening a scene in the editor that contains a `TextureRect` with a `ViewportTexture` and is `preload`ed in an unopened script produces the following error repeatedly and rapidly (about 200 times per second) until either the scene is closed or the script is also opened.

>ERROR: Texture (binding: 0) should provide one ID referencing a texture (IDs provided: 0).
>   at: uniform_set_create (drivers/vulkan/rendering_device_vulkan.cpp:5501)
>ERROR: Condition "!uniform_set" is true.
>   at: draw_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7191)
>ERROR: Uniforms were never supplied for set (3) at the time of drawing, which are required by the pipeline
>   at: draw_list_draw (drivers/vulkan/rendering_device_vulkan.cpp:7346)

### Steps to reproduce

1. Open the attached reproduction project
2. Open demo.tscn
3. Close demo.tscn
4. Open demo.tscn again

Do **not** open other.gd beforehand. Doing so will stop the problem from occurring.

### Minimal reproduction project

[reproduce_uniform_not_set.zip](https://github.com/godotengine/godot/files/11681977/reproduce_uniform_not_set.zip)

if (path_cache == p_path) {
		return;
	}
	if (p_path.is_empty()) {
		p_take_over = false; 
	}
	ResourceCache::lock.lock();
	if (!path_cache.is_empty()) {
		ResourceCache::resources.erase(path_cache);
	}
	path_cache = "";
	Ref<Resource> existing = ResourceCache::get_ref(p_path);
	if (existing.is_valid()) {
		if (p_take_over) {
			existing->path_cache = String();
			ResourceCache::resources.erase(p_path);
		} else {
			ResourceCache::lock.unlock();
			ERR_FAIL_MSG("Another resource is loaded from path '" + p_path + "' (possible cyclic resource inclusion).");
		}
	}
	path_cache = p_path;
	if (!path_cache.is_empty()) {
		ResourceCache::resources[path_cache] = this;
	}
	ResourceCache::lock.unlock();
	_resource_path_changed();
}
String Resource::get_path() const {