### Godot version

v4.0.3.stable.mono.official [5222a99f5]

### System information

Windows 11, Forward+, Nvidia 3070 latest driver

### Issue description

When instancing many GPUParticles2D, occasionally the following error will be printed to the debugger console:

```
E 0:15:35:0980   compute_list_dispatch: Uniforms were never supplied for set (3) at the time of drawing, which are required by the pipeline
  <C++ Error>    Method/function failed.
  <C++ Source>   drivers/vulkan/rendering_device_vulkan.cpp:8007 @ compute_list_dispatch()
```

Massive artifacts coincide with this error. See example below:

https://github.com/godotengine/godot/assets/4622925/07b31c12-5388-4977-9c13-e91c8b6442fb

I am having difficulty recreating the exact conditions for this error. It seems to happen when many GPU particles are added to the tree at around the same time.

### Steps to reproduce

1. Instance many particles at once.

I realize this isn't helpful. I'm going to do more investigation to see if I can get more accurate reproduction steps.

### Minimal reproduction project

N/A yet
frames[frame].samplers_to_dispose_of.push_back(*sampler);
		sampler_owner.free(p_id);
	} else if (vertex_buffer_owner.owns(p_id)) {
		Buffer *vertex_buffer = vertex_buffer_owner.get_or_null(p_id);
		frames[frame].buffers_to_dispose_of.push_back(*vertex_buffer);
		vertex_buffer_owner.free(p_id);
	} else if (vertex_array_owner.owns(p_id)) {
		vertex_array_owner.free(p_id);
	} else if (index_buffer_owner.owns(p_id)) {
		IndexBuffer *index_buffer = index_buffer_owner.get_or_null(p_id);
		Buffer b;
		b.allocation = index_buffer->allocation;
		b.buffer = index_buffer->buffer;
		b.size = index_buffer->size;
		b.buffer_info = {};
		frames[frame].buffers_to_dispose_of.push_back(b);
		index_buffer_owner.free(p_id);
	} else if (index_array_owner.owns(p_id)) {
		index_array_owner.free(p_id);
	} else if (shader_owner.owns(p_id)) {
		Shader *shader = shader_owner.get_or_null(p_id);
		frames[frame].shaders_to_dispose_of.push_back(*shader);
		shader_owner.free(p_id);
	} else if (uniform_buffer_owner.owns(p_id)) {
		Buffer *uniform_buffer = uniform_buffer_owner.get_or_null(p_id);
		frames[frame].buffers_to_dispose_of.push_back(*uniform_buffer);
		uniform_buffer_owner.free(p_id);
	} else if (texture_buffer_owner.owns(p_id)) {
		TextureBuffer *texture_buffer = texture_buffer_owner.get_or_null(p_id);
		frames[frame].buffers_to_dispose_of.push_back(texture_buffer->buffer);