### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Debian 11 | Vulkan API 1.2.175 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1080 | nvidia-driver 470.182.03-1 from Debian 11 | Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz

### Issue description

Re-opening a scene in the editor that contains a `TextureRect` with a `ViewportTexture` and is `preload`ed in an unopened script produces the following error repeatedly and rapidly (about 200 times per second) until either the scene is closed or the script is also opened.

>ERROR: Texture (binding: 0) should provide one ID referencing a texture (IDs provided: 0).
>   at: uniform_set_create (drivers/vulkan/rendering_device_vulkan.cpp:5501)
>ERROR: Condition "!uniform_set" is true.
>   at: draw_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7191)
>ERROR: Uniforms were never supplied for set (3) at the time of drawing, which are required by the pipeline
>   at: draw_list_draw (drivers/vulkan/rendering_device_vulkan.cpp:7346)

### Steps to reproduce

1. Open the attached reproduction project
2. Open demo.tscn
3. Close demo.tscn
4. Open demo.tscn again

Do **not** open other.gd beforehand. Doing so will stop the problem from occurring.

### Minimal reproduction project

[reproduce_uniform_not_set.zip](https://github.com/godotengine/godot/files/11681977/reproduce_uniform_not_set.zip)

VRS_DISABLED,
		VRS_TEXTURE,
		VRS_XR,
		VRS_MAX
	};
private:
	friend class ViewportTexture;
	Viewport *parent = nullptr;
	Viewport *gui_parent = nullptr; 
	AudioListener2D *audio_listener_2d = nullptr;
	Camera2D *camera_2d = nullptr;
	HashSet<CanvasLayer *> canvas_layers;
	RID viewport;
	RID current_canvas;
	RID subwindow_canvas;
	bool is_audio_listener_2d_enabled = false;
	RID internal_audio_listener_2d;
	bool override_canvas_transform = false;
	Transform2D canvas_transform_override;
	Transform2D canvas_transform;
	Transform2D global_canvas_transform;
	Transform2D stretch_transform;
	Size2i size = Size2i(512, 512);
	Size2i size_2d_override;
	bool size_allocated = false;
	RID contact_2d_debug;
	RID contact_3d_debug_multimesh;
	RID contact_3d_debug_instance;
	Rect2 last_vp_rect;
	bool transparent_bg = false;