### 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
if (texture_is_shared(E->get())) {
#ifdef DEV_ENABLED
					if (resource_names.has(E->get())) {
						print_line(String(" - ") + resource_names[E->get()]);
					}
#endif
					free(E->get());
					owned.erase(E);
				}
				E = N;
			}
			
			for (const RID &E : owned) {
#ifdef DEV_ENABLED
				if (resource_names.has(E)) {
					print_line(String(" - ") + resource_names[E]);
				}
#endif
				free(E);
			}
		}
	}
	
	for (int i = 0; i < frame_count; i++) {
		int f = (frame + i) % frame_count;
		_free_pending_resources(f);
		vkDestroyCommandPool(device, frames[i].command_pool, nullptr);
		vkDestroyQueryPool(device, frames[i].timestamp_pool, nullptr);
	}
	_update_pipeline_cache(true);