### 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
Color clear_color = p_clear_colors[texture_index++];
			clear_at.clearValue.color.float32[0] = clear_color.r;
			clear_at.clearValue.color.float32[1] = clear_color.g;
			clear_at.clearValue.color.float32[2] = clear_color.b;
			clear_at.clearValue.color.float32[3] = clear_color.a;
			clear_at.colorAttachment = color_index++;
			clear_at.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
		} else if (p_clear_depth && texture->usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
			clear_at.clearValue.depthStencil.depth = p_depth;
			clear_at.clearValue.depthStencil.stencil = p_stencil;
			clear_at.colorAttachment = 0;
			clear_at.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
			if (format_has_stencil(texture->format)) {
				clear_at.aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
			}
		} else {
			ERR_CONTINUE(true);
		}
		clear_attachments.push_back(clear_at);
	}
	VkClearRect cr;
	cr.baseArrayLayer = 0;
	cr.layerCount = 1;
	cr.rect.offset.x = p_viewport_offset.x;
	cr.rect.offset.y = p_viewport_offset.y;
	cr.rect.extent.width = p_viewport_size.width;
	cr.rect.extent.height = p_viewport_size.height;
	vkCmdClearAttachments(p_draw_list->command_buffer, clear_attachments.size(), clear_attachments.ptr(), 1, &cr);
}
RenderingDevice::DrawListID RenderingDeviceVulkan::draw_list_begin(RID p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector<RID> &p_storage_textures) {