### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Debian 11 | Vulkan API 1.2.175 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1080 | nvidia-driver 470.182.03-1 from Debian 11 | Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz

### Issue description

Re-opening a scene in the editor that contains a `TextureRect` with a `ViewportTexture` and is `preload`ed in an unopened script produces the following error repeatedly and rapidly (about 200 times per second) until either the scene is closed or the script is also opened.

>ERROR: Texture (binding: 0) should provide one ID referencing a texture (IDs provided: 0).
>   at: uniform_set_create (drivers/vulkan/rendering_device_vulkan.cpp:5501)
>ERROR: Condition "!uniform_set" is true.
>   at: draw_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7191)
>ERROR: Uniforms were never supplied for set (3) at the time of drawing, which are required by the pipeline
>   at: draw_list_draw (drivers/vulkan/rendering_device_vulkan.cpp:7346)

### Steps to reproduce

1. Open the attached reproduction project
2. Open demo.tscn
3. Close demo.tscn
4. Open demo.tscn again

Do **not** open other.gd beforehand. Doing so will stop the problem from occurring.

### Minimal reproduction project

[reproduce_uniform_not_set.zip](https://github.com/godotengine/godot/files/11681977/reproduce_uniform_not_set.zip)

audio_listener_3d_set.erase(p_listener);
	if (audio_listener_3d == p_listener) {
		audio_listener_3d = nullptr;
	}
}
void Viewport::_audio_listener_3d_make_next_current(AudioListener3D *p_exclude) {
	if (audio_listener_3d_set.size() > 0) {
		for (AudioListener3D *E : audio_listener_3d_set) {
			if (p_exclude == E) {
				continue;
			}
			if (!E->is_inside_tree()) {
				continue;
			}
			if (audio_listener_3d != nullptr) {
				return;
			}
			E->make_current();
		}
	} else {
		
		if (camera_3d != nullptr) {
			_update_audio_listener_3d();
			_camera_3d_transform_changed_notify();
		}
	}
}
void Viewport::_collision_object_3d_input_event(CollisionObject3D *p_object, Camera3D *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape) {