### Godot version

v4.0.3.stable.mono.official [5222a99f5]

### System information

Windows 11, Forward+, Nvidia 3070 latest driver

### Issue description

When instancing many GPUParticles2D, occasionally the following error will be printed to the debugger console:

```
E 0:15:35:0980   compute_list_dispatch: Uniforms were never supplied for set (3) at the time of drawing, which are required by the pipeline
  <C++ Error>    Method/function failed.
  <C++ Source>   drivers/vulkan/rendering_device_vulkan.cpp:8007 @ compute_list_dispatch()
```

Massive artifacts coincide with this error. See example below:

https://github.com/godotengine/godot/assets/4622925/07b31c12-5388-4977-9c13-e91c8b6442fb

I am having difficulty recreating the exact conditions for this error. It seems to happen when many GPU particles are added to the tree at around the same time.

### Steps to reproduce

1. Instance many particles at once.

I realize this isn't helpful. I'm going to do more investigation to see if I can get more accurate reproduction steps.

### Minimal reproduction project

N/A yet
if (!dependency_map.has(p_depends_on)) {
		dependency_map[p_depends_on] = HashSet<RID>();
	}
	dependency_map[p_depends_on].insert(p_id);
	if (!reverse_dependency_map.has(p_id)) {
		reverse_dependency_map[p_id] = HashSet<RID>();
	}
	reverse_dependency_map[p_id].insert(p_depends_on);
}
void RenderingDeviceVulkan::_free_dependencies(RID p_id) {
	
	HashMap<RID, HashSet<RID>>::Iterator E = dependency_map.find(p_id);
	if (E) {
		while (E->value.size()) {
			free(*E->value.begin());
		}
		dependency_map.remove(E);
	}
	
	E = reverse_dependency_map.find(p_id);
	if (E) {