### Godot version

4.1.dev3.official [a67d37f]

### System information

Windows 11 [Vulkan]

### Issue description

The work performed in #77154 drastically changed the visual characteristics of particle turbulence.  I am no longer able to get the same "turbulent" behaviour that existed before these changes - no matter which turbulence settings I change.  Please let me know if there's something I'm missing about the new implementation that would give this result.

![image](https://github.com/godotengine/godot/assets/8756569/05a338a3-140b-4353-ae11-62ec9714b3d1)


### Steps to reproduce

To reproduce this is fairly simple:

1. Create a GPUParticles2D Node
2. Emit a significant number of particles (I'm emitting 50,000)
3. Set Initial Velocity [Max] to around 250, and Direction Spread to 180.  Enable turbulence
4. Set the turbulence_influence_min property to 0.1 (default) and turbulence_influence_max to 1
5. Observe how the turbulence appears in v4.1.dev3.official with the changes in #77154 versus the previous build without these changes.  The new implementation just results in some minor particle "jitter", but not the actual turbulence that it's supposed to have.


### Minimal reproduction project

No sample project provided, as the reproduction is quite simple to replicate.
MutexLock lock(material_mutex);
	if (_is_initialized() && !element.in_list()) {
		dirty_materials->add(&element);
	}
}
bool ParticleProcessMaterial::_is_shader_dirty() const {
	MutexLock lock(material_mutex);
	return element.in_list();
}
void ParticleProcessMaterial::set_direction(Vector3 p_direction) {
	direction = p_direction;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->direction, direction);
}
Vector3 ParticleProcessMaterial::get_direction() const {
	return direction;
}
void ParticleProcessMaterial::set_spread(float p_spread) {
	spread = p_spread;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->spread, p_spread);
}
float ParticleProcessMaterial::get_spread() const {
	return spread;
}
void ParticleProcessMaterial::set_flatness(float p_flatness) {
	flatness = p_flatness;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->flatness, p_flatness);
}
float ParticleProcessMaterial::get_flatness() const {