### Godot version

v4.1.dev.custom_build [a67d37f7c]

### System information

Windows 10, Vulkan

### Issue description

When changing between scenes that have volumetric fog enabled in the world environment, for example with `change_scene_to_file`, after changing there will be a continuous stream of errors that doesn't seem to stop.
Leaving a copy of one of the errors here so it's findable when searching the issue: 
"RenderingDeviceVulkan::compute_list_bind_uniform_set: Condition "!uniform_set" is true.
  <C++ Source>   drivers\vulkan\rendering_device_vulkan.cpp:7816 @ RenderingDeviceVulkan::compute_list_bind_uniform_set()"

The MRP is the volumetric fog demo, with its main scene duplicated, and the left/right arrow keys being used to change between scenes.

Disabling vol fog in either scene makes the errors go away.

![image](https://github.com/godotengine/godot/assets/115422160/f2c8ef63-f3f3-49ed-8a44-bbee88c9c352)



### Steps to reproduce

Use left/right arrow keys to change scene and back, then error spam should begin.

### Minimal reproduction project

[new hot volumetric_fog bug.zip](https://github.com/godotengine/godot/files/11575612/new.hot.volumetric_fog.bug.zip)

Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point);
	view_position.z = MIN(view_position.z, -0.01); 
	Vector3 fog_position = Vector3(0, 0, 0);
	view_position.y = -view_position.y;
	fog_position.z = -view_position.z / fog_end;
	fog_position.x = (view_position.x / (2 * (fog_near_size.x * (1.0 - fog_position.z) + fog_far_size.x * fog_position.z))) + 0.5;
	fog_position.y = (view_position.y / (2 * (fog_near_size.y * (1.0 - fog_position.z) + fog_far_size.y * fog_position.z))) + 0.5;
	fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread));
	fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5);
	fog_position.x = CLAMP(fog_position.x, 0.0, fog_size.x);
	fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y);
	fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z);
	return Vector3i(fog_position);
}
void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) {
	RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
	RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();