### 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.
collision_bounce = p_bounce;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->collision_bounce, p_bounce);
}
float ParticleProcessMaterial::get_collision_bounce() const {
	return collision_bounce;
}
Shader::Mode ParticleProcessMaterial::get_shader_mode() const {
	return Shader::MODE_PARTICLES;
}
void ParticleProcessMaterial::_bind_methods() {
	ClassDB::bind_method(D_METHOD("set_direction", "degrees"), &ParticleProcessMaterial::set_direction);
	ClassDB::bind_method(D_METHOD("get_direction"), &ParticleProcessMaterial::get_direction);
	ClassDB::bind_method(D_METHOD("set_spread", "degrees"), &ParticleProcessMaterial::set_spread);
	ClassDB::bind_method(D_METHOD("get_spread"), &ParticleProcessMaterial::get_spread);
	ClassDB::bind_method(D_METHOD("set_flatness", "amount"), &ParticleProcessMaterial::set_flatness);
	ClassDB::bind_method(D_METHOD("get_flatness"), &ParticleProcessMaterial::get_flatness);
	ClassDB::bind_method(D_METHOD("set_param_min", "param", "value"), &ParticleProcessMaterial::set_param_min);
	ClassDB::bind_method(D_METHOD("get_param_min", "param"), &ParticleProcessMaterial::get_param_min);
	ClassDB::bind_method(D_METHOD("set_param_max", "param", "value"), &ParticleProcessMaterial::set_param_max);
	ClassDB::bind_method(D_METHOD("get_param_max", "param"), &ParticleProcessMaterial::get_param_max);
	ClassDB::bind_method(D_METHOD("set_param_texture", "param", "texture"), &ParticleProcessMaterial::set_param_texture);
	ClassDB::bind_method(D_METHOD("get_param_texture", "param"), &ParticleProcessMaterial::get_param_texture);
	ClassDB::bind_method(D_METHOD("set_color", "color"), &ParticleProcessMaterial::set_color);
	ClassDB::bind_method(D_METHOD("get_color"), &ParticleProcessMaterial::get_color);
	ClassDB::bind_method(D_METHOD("set_color_ramp", "ramp"), &ParticleProcessMaterial::set_color_ramp);
	ClassDB::bind_method(D_METHOD("get_color_ramp"), &ParticleProcessMaterial::get_color_ramp);
	ClassDB::bind_method(D_METHOD("set_color_initial_ramp", "ramp"), &ParticleProcessMaterial::set_color_initial_ramp);
	ClassDB::bind_method(D_METHOD("get_color_initial_ramp"), &ParticleProcessMaterial::get_color_initial_ramp);
	ClassDB::bind_method(D_METHOD("set_particle_flag", "particle_flag", "enable"), &ParticleProcessMaterial::set_particle_flag);
	ClassDB::bind_method(D_METHOD("get_particle_flag", "particle_flag"), &ParticleProcessMaterial::get_particle_flag);