### 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_LOCK_
	if (p_splits == 0) {
		draw_list = memnew(DrawList);
		draw_list->command_buffer = frames[frame].draw_command_buffer;
		draw_list->viewport = p_viewport;
		draw_list_count = 0;
		draw_list_split = false;
	} else {
		if (p_splits > (uint32_t)split_draw_list_allocators.size()) {
			uint32_t from = split_draw_list_allocators.size();
			split_draw_list_allocators.resize(p_splits);
			for (uint32_t i = from; i < p_splits; i++) {
				VkCommandPoolCreateInfo cmd_pool_info;
				cmd_pool_info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
				cmd_pool_info.pNext = nullptr;
				cmd_pool_info.queueFamilyIndex = context->get_graphics_queue_family_index();
				cmd_pool_info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
				VkResult res = vkCreateCommandPool(device, &cmd_pool_info, nullptr, &split_draw_list_allocators.write[i].command_pool);
				ERR_FAIL_COND_V_MSG(res, ERR_CANT_CREATE, "vkCreateCommandPool failed with error " + itos(res) + ".");
				for (int j = 0; j < frame_count; j++) {
					VkCommandBuffer command_buffer;
					VkCommandBufferAllocateInfo cmdbuf;
					
					cmdbuf.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;