### 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 += "uniform float turbulence_noise_strength;\n";
		code += "uniform float turbulence_noise_scale;\n";
		code += "uniform float turbulence_influence_min;\n";
		code += "uniform float turbulence_influence_max;\n";
		code += "uniform float turbulence_initial_displacement_min;\n";
		code += "uniform float turbulence_initial_displacement_max;\n";
		code += "uniform float turbulence_noise_speed_random;\n";
		code += "uniform vec3 turbulence_noise_speed = vec3(1.0, 1.0, 1.0);\n";
		if (tex_parameters[PARAM_TURB_INFLUENCE_OVER_LIFE].is_valid()) {
			code += "uniform sampler2D turbulence_influence_over_life;\n";
		}
		if (turbulence_color_ramp.is_valid()) {
			code += "uniform sampler2D turbulence_color_ramp;\n";
		}
		code += "\n";
		
		code += "\n\n";
		code += "vec4 grad(vec4 p) {\n";
		code += "	p = fract(vec4(\n";
		code += "		dot(p, vec4(0.143081, 0.001724, 0.280166, 0.262771)),\n";
		code += "		dot(p, vec4(0.645401, -0.047791, -0.146698, 0.595016)),\n";
		code += "		dot(p, vec4(-0.499665, -0.095734, 0.425674, -0.207367)),\n";
		code += "		dot(p, vec4(-0.013596, -0.848588, 0.423736, 0.17044))));\n";
		code += "	return fract((p.xyzw * p.yzwx) * 2365.952041) * 2.0 - 1.0;\n";
		code += "}\n";
		code += "float noise(vec4 coord) {\n";
		code += "	// Domain rotation to improve the look of XYZ slices + animation patterns.\n";
		code += "	coord = vec4(\n";
		code += "		coord.xyz + dot(coord, vec4(vec3(-0.1666667), -0.5)),\n";
		code += "		dot(coord, vec4(0.5)));\n\n";