### 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)

RD::get_singleton()->free(prev_light_density_map);
	RD::get_singleton()->free(light_density_map);
	RD::get_singleton()->free(fog_map);
	RD::get_singleton()->free(density_map);
	RD::get_singleton()->free(light_map);
	RD::get_singleton()->free(emissive_map);
	if (fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(fog_uniform_set)) {
		RD::get_singleton()->free(fog_uniform_set);
	}
	sync_gi_dependent_sets_validity(true);
	if (sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_uniform_set)) {
		RD::get_singleton()->free(sdfgi_uniform_set);
	}
	if (sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_uniform_set)) {
		RD::get_singleton()->free(sky_uniform_set);
	}
}
Vector3i Fog::_point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform) {