### 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.
return turbulence_enabled;
}
void ParticleProcessMaterial::set_turbulence_noise_strength(float p_turbulence_noise_strength) {
	turbulence_noise_strength = p_turbulence_noise_strength;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_strength, p_turbulence_noise_strength);
}
float ParticleProcessMaterial::get_turbulence_noise_strength() const {
	return turbulence_noise_strength;
}
void ParticleProcessMaterial::set_turbulence_noise_scale(float p_turbulence_noise_scale) {
	turbulence_noise_scale = p_turbulence_noise_scale;
	float shader_turbulence_noise_scale = (pow(p_turbulence_noise_scale, 0.25) * 5.6234 / 10.0) * 4.0 - 3.0;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_scale, shader_turbulence_noise_scale);
}
float ParticleProcessMaterial::get_turbulence_noise_scale() const {
	return turbulence_noise_scale;
}
void ParticleProcessMaterial::set_turbulence_noise_speed_random(float p_turbulence_noise_speed_random) {
	turbulence_noise_speed_random = p_turbulence_noise_speed_random;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_speed_random, p_turbulence_noise_speed_random);
}
float ParticleProcessMaterial::get_turbulence_noise_speed_random() const {
	return turbulence_noise_speed_random;
}
void ParticleProcessMaterial::set_turbulence_noise_speed(const Vector3 &p_turbulence_noise_speed) {