### 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
Vector<VkDescriptorImageInfo> image_info;
				for (uint32_t j = 0; j < uniform.get_id_count(); j++) {
					Texture *texture = texture_owner.get_or_null(uniform.get_id(j));
					ERR_FAIL_COND_V_MSG(!texture, RID(),
							"Image (binding: " + itos(uniform.binding) + ", index " + itos(j) + ") is not a valid texture.");
					ERR_FAIL_COND_V_MSG(!(texture->usage_flags & TEXTURE_USAGE_STORAGE_BIT), RID(),
							"Image (binding: " + itos(uniform.binding) + ", index " + itos(j) + ") needs the TEXTURE_USAGE_STORAGE_BIT usage flag set in order to be used as uniform.");
					VkDescriptorImageInfo img_info;
					img_info.sampler = VK_NULL_HANDLE;
					img_info.imageView = texture->view;
					if (texture->usage_flags & TEXTURE_USAGE_SAMPLING_BIT) {
						
						mutable_storage_textures.push_back(texture);
					}
					DEV_ASSERT(!texture->owner.is_valid() || texture_owner.get_or_null(texture->owner));
					img_info.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
					image_info.push_back(img_info);
				}
				write.dstArrayElement = 0;
				write.descriptorCount = uniform.get_id_count();
				write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
				write.pImageInfo = image_infos.push_back(image_info)->get().ptr();
				write.pBufferInfo = nullptr;
				write.pTexelBufferView = nullptr;
				type_size = uniform.get_id_count();
			} break;
			case UNIFORM_TYPE_TEXTURE_BUFFER: {
				if (uniform.get_id_count() != (uint32_t)set_uniform.length) {
					if (set_uniform.length > 1) {
						ERR_FAIL_V_MSG(RID(), "Buffer (binding: " + itos(uniform.binding) + ") is an array of (" + itos(set_uniform.length) + ") texture buffer elements, so it should be provided equal number of texture buffer IDs to satisfy it (IDs provided: " + itos(uniform.get_id_count()) + ").");