### 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.
code += extra_tab + "	float vel_mag = length(VELOCITY);\n";
		code += extra_tab + "	float vel_infl = clamp(mix(turbulence_influence_min, turbulence_influence_max, rand_from_seed(alt_seed)) * turbulence_influence, 0.0, 1.0);\n";
		code += extra_tab + "	VELOCITY = mix(VELOCITY, normalize(noise_direction) * vel_mag * (1.0 + (1.0 - vel_infl) * 0.2), vel_infl);\n";
		if (collision_mode != COLLISION_RIGID) {
			code += "	}";
		}
	}
	code += "	\n";
	code += "	// orbit velocity\n";
	if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
		code += "	float orbit_amount = tex_orbit_velocity * mix(orbit_velocity_min, orbit_velocity_max, rand_from_seed(alt_seed));\n";
		code += "	if (orbit_amount != 0.0) {\n";
		code += "	     float ang = orbit_amount * DELTA * pi * 2.0;\n";
		code += "	     mat2 rot = mat2(vec2(cos(ang), -sin(ang)), vec2(sin(ang), cos(ang)));\n";
		code += "	     TRANSFORM[3].xy -= diff.xy;\n";
		code += "	     TRANSFORM[3].xy += rot * diff.xy;\n";
		code += "	}\n";
	}
	code += "	float dmp = mix(damping_min, damping_max, rand_from_seed(alt_seed));\n";
	code += "	if (dmp * tex_damping > 0.0) {\n";
	code += "		float v = length(VELOCITY);\n";
	code += "		float damp = tex_damping * dmp;\n";
	code += "		v -= damp * DELTA;\n";
	code += "		if (v < 0.0) {\n";
	code += "			VELOCITY = vec3(0.0);\n";
	code += "		} else {\n";
	code += "			VELOCITY = normalize(VELOCITY) * v;\n";
	code += "		}\n";
	code += "	}\n";
	code += "	float base_angle = (tex_angle) * mix(initial_angle_min, initial_angle_max, angle_rand);\n";