### 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.
}
	if (!turbulence_enabled) {
		if (p_property.name == "turbulence_noise_strength" ||
				p_property.name == "turbulence_noise_scale" ||
				p_property.name == "turbulence_noise_speed" ||
				p_property.name == "turbulence_noise_speed_random" ||
				p_property.name == "turbulence_influence_over_life" ||
				p_property.name == "turbulence_influence_min" ||
				p_property.name == "turbulence_influence_max" ||
				p_property.name == "turbulence_initial_displacement_min" ||
				p_property.name == "turbulence_initial_displacement_max") {
			p_property.usage = PROPERTY_USAGE_NO_EDITOR;
		}
	}
	if (p_property.name == "collision_friction" && collision_mode != COLLISION_RIGID) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (p_property.name == "collision_bounce" && collision_mode != COLLISION_RIGID) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
}
void ParticleProcessMaterial::set_sub_emitter_mode(SubEmitterMode p_sub_emitter_mode) {
	sub_emitter_mode = p_sub_emitter_mode;
	_queue_shader_change();
	notify_property_list_changed();
}
ParticleProcessMaterial::SubEmitterMode ParticleProcessMaterial::get_sub_emitter_mode() const {
	return sub_emitter_mode;
}
void ParticleProcessMaterial::set_sub_emitter_frequency(double p_frequency) {