### 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)

subwindow_canvas = RID();
	}
	if (gui.currently_dragged_subwindow == p_window) {
		gui.subwindow_drag = SUB_WINDOW_DRAG_DISABLED;
		gui.currently_dragged_subwindow = nullptr;
	}
	if (gui.subwindow_focused == p_window) {
		Window *new_focused_window;
		Window *parent_visible = p_window->get_parent_visible_window();
		gui.subwindow_focused->_event_callback(DisplayServer::WINDOW_EVENT_FOCUS_OUT);
		if (parent_visible) {
			new_focused_window = parent_visible;
		} else {
			new_focused_window = Object::cast_to<Window>(this);
		}
		if (new_focused_window) {
			int new_focused_index = _sub_window_find(new_focused_window);
			if (new_focused_index != -1) {
				gui.subwindow_focused = new_focused_window;
			} else {
				gui.subwindow_focused = nullptr;
			}
			new_focused_window->_event_callback(DisplayServer::WINDOW_EVENT_FOCUS_IN);
		} else {
			gui.subwindow_focused = nullptr;
		}
	}
	RenderingServer::get_singleton()->viewport_set_parent_viewport(p_window->viewport, p_window->parent ? p_window->parent->viewport : RID());
}
int Viewport::_sub_window_find(Window *p_window) const {