### 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)

params.use_temporal_reprojection = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env);
		params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
		params.detail_spread = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_detail_spread(p_settings.env);
		params.temporal_blend = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection_amount(p_settings.env);
		Transform3D to_prev_cam_view = p_prev_cam_inv_transform * p_cam_transform;
		RendererRD::MaterialStorage::store_transform(to_prev_cam_view, params.to_prev_view);
		RendererRD::MaterialStorage::store_transform(p_cam_transform, params.transform);
		RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), &params, RD::BARRIER_MASK_COMPUTE);
		if (fog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->fog_uniform_set)) {
			Vector<RD::Uniform> uniforms;
			{
				RD::Uniform u;
#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
				u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
#endif
				u.binding = 1;
				u.append_id(fog->emissive_map);
				uniforms.push_back(u);
			}
			{
				RD::Uniform u;
				u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
				u.binding = 2;
				u.append_id(volumetric_fog.volume_ubo);
				uniforms.push_back(u);
			}
			{
				RD::Uniform u;