### 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
ERR_FAIL_COND(p_list != ID_TYPE_COMPUTE_LIST);
	ERR_FAIL_COND(!compute_list);
	ComputeList *cl = compute_list;
	Buffer *buffer = storage_buffer_owner.get_or_null(p_buffer);
	ERR_FAIL_COND(!buffer);
	ERR_FAIL_COND_MSG(!(buffer->usage & VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT), "Buffer provided was not created to do indirect dispatch.");
	ERR_FAIL_COND_MSG(p_offset + 12 > buffer->size, "Offset provided (+12) is past the end of buffer.");
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND_MSG(!cl->validation.active, "Submitted Compute Lists can no longer be modified.");
#endif
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND_MSG(!cl->validation.pipeline_active, "No compute pipeline was set before attempting to draw.");
	if (cl->validation.pipeline_push_constant_size > 0) {