### 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
_THREAD_SAFE_METHOD_
	ERR_FAIL_COND_V(!index_buffer_owner.owns(p_index_buffer), RID());
	IndexBuffer *index_buffer = index_buffer_owner.get_or_null(p_index_buffer);
	ERR_FAIL_COND_V(p_index_count == 0, RID());
	ERR_FAIL_COND_V(p_index_offset + p_index_count > index_buffer->index_count, RID());
	IndexArray index_array;
	index_array.max_index = index_buffer->max_index;
	index_array.buffer = index_buffer->buffer;
	index_array.offset = p_index_offset;
	index_array.indices = p_index_count;
	index_array.index_type = index_buffer->index_type;
	index_array.supports_restart_indices = index_buffer->supports_restart_indices;
	RID id = index_array_owner.make_rid(index_array);
	_add_dependency(id, p_index_buffer);
	return id;
}
static const char *shader_uniform_names[RenderingDevice::UNIFORM_TYPE_MAX] = {
	"Sampler", "CombinedSampler", "Texture", "Image", "TextureBuffer", "SamplerTextureBuffer", "ImageBuffer", "UniformBuffer", "StorageBuffer", "InputAttachment"
};
static VkShaderStageFlagBits shader_stage_masks[RenderingDevice::SHADER_STAGE_MAX] = {
	VK_SHADER_STAGE_VERTEX_BIT,
	VK_SHADER_STAGE_FRAGMENT_BIT,
	VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT,
	VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT,
	VK_SHADER_STAGE_COMPUTE_BIT,
};
String RenderingDeviceVulkan::_shader_uniform_debug(RID p_shader, int p_set) {