### 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.
attractor_interaction_enabled = p_enable;
	_queue_shader_change();
}
bool ParticleProcessMaterial::is_attractor_interaction_enabled() const {
	return attractor_interaction_enabled;
}
void ParticleProcessMaterial::set_collision_mode(CollisionMode p_collision_mode) {
	collision_mode = p_collision_mode;
	_queue_shader_change();
	notify_property_list_changed();
}
ParticleProcessMaterial::CollisionMode ParticleProcessMaterial::get_collision_mode() const {
	return collision_mode;
}
void ParticleProcessMaterial::set_collision_use_scale(bool p_scale) {
	collision_scale = p_scale;
	_queue_shader_change();
}
bool ParticleProcessMaterial::is_collision_using_scale() const {
	return collision_scale;
}
void ParticleProcessMaterial::set_collision_friction(float p_friction) {
	collision_friction = p_friction;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->collision_friction, p_friction);
}
float ParticleProcessMaterial::get_collision_friction() const {
	return collision_friction;
}
void ParticleProcessMaterial::set_collision_bounce(float p_bounce) {