### Godot version

4.0 Beta 10

### System information

Linux Mint 21, Vulkan, Intel Iris Xe (Intel i5-1135G7)

### Issue description

Godot throws this pair of errors two times when "Z-Billboard" or "View Depth" flags are checked in GPUParticle3D properties, and when you switch to a scene that contains them:

```
E 0:03:11:0898   compute_list_bind_uniform_set: Condition "!uniform_set" is true.
  <C++ Source>   drivers/vulkan/rendering_device_vulkan.cpp:7807 @ compute_list_bind_uniform_set()
E 0:03:11:0898   compute_list_dispatch: Uniforms were never supplied for set (2) at the time of drawing, which are required by the pipeline
  <C++ Error>    Method/function failed.
  <C++ Source>   drivers/vulkan/rendering_device_vulkan.cpp:8006 @ compute_list_dispatch()
```

Also, whenever there's a big enough amount of such particle system nodes in the scene (in reproduction project it's between 128 and 256), Godot freezes, console showing errors:

```
ERROR: Only one draw/compute list can be active at the same time.
   at: compute_list_begin (drivers/vulkan/rendering_device_vulkan.cpp:7715)
ERROR: Only one draw/compute list can be active at the same time.
   at: compute_list_begin (drivers/vulkan/rendering_device_vulkan.cpp:7715)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_bind_compute_pipeline (drivers/vulkan/rendering_device_vulkan.cpp:7728)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_bind_compute_pipeline (drivers/vulkan/rendering_device_vulkan.cpp:7728)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7792)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7792)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7792)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7792)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_set_push_constant (drivers/vulkan/rendering_device_vulkan.cpp:7946)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_dispatch_threads (drivers/vulkan/rendering_device_vulkan.cpp:8026)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7792)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7792)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_set_push_constant (drivers/vulkan/rendering_device_vulkan.cpp:7946)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_dispatch_threads (drivers/vulkan/rendering_device_vulkan.cpp:8026)
ERROR: Condition "!compute_list" is true.
   at: compute_list_end (drivers/vulkan/rendering_device_vulkan.cpp:8117)
```


Could be related to [#63315](https://github.com/godotengine/godot/issues/63315) as I'm also using Linux on an integrated Intel GPU.


### Steps to reproduce

1. Make any working particle system
2. Check "View Depth" flag in draw order OR "Z-Billboard" flag in transform align
3. Switch to scene with the particle system from any other scene to get "Uniforms were never supplied" error message
4. Duplicate particled systems (whether instances or local) until there is ~128-256 of them to get the freeze

### Minimal reproduction project

[testdebug.zip](https://github.com/godotengine/godot/files/10305085/testdebug.zip)

return "Vulkan-SV" + itos(SHADER_BINARY_VERSION);
}
struct RenderingDeviceVulkanShaderBinaryDataBinding {
	uint32_t type;
	uint32_t binding;
	uint32_t stages;
	uint32_t length; 
	uint32_t writable;
};
struct RenderingDeviceVulkanShaderBinarySpecializationConstant {
	uint32_t type;
	uint32_t constant_id;
	union {
		uint32_t int_value;
		float float_value;
		bool bool_value;
	};
	uint32_t stage_flags;
};
struct RenderingDeviceVulkanShaderBinaryData {
	uint32_t vertex_input_mask;
	uint32_t fragment_output_mask;
	uint32_t specialization_constants_count;
	uint32_t is_compute;
	uint32_t compute_local_size[3];
	uint32_t set_count;
	uint32_t push_constant_size;
	uint32_t push_constant_vk_stages_mask;
	uint32_t stage_count;
	uint32_t shader_name_len;