### Godot version

4.0 Beta 10

### System information

Linux Mint 21, Vulkan, Intel Iris Xe (Intel i5-1135G7)

### Issue description

Godot throws this pair of errors two times when "Z-Billboard" or "View Depth" flags are checked in GPUParticle3D properties, and when you switch to a scene that contains them:

```
E 0:03:11:0898   compute_list_bind_uniform_set: Condition "!uniform_set" is true.
  <C++ Source>   drivers/vulkan/rendering_device_vulkan.cpp:7807 @ compute_list_bind_uniform_set()
E 0:03:11:0898   compute_list_dispatch: Uniforms were never supplied for set (2) at the time of drawing, which are required by the pipeline
  <C++ Error>    Method/function failed.
  <C++ Source>   drivers/vulkan/rendering_device_vulkan.cpp:8006 @ compute_list_dispatch()
```

Also, whenever there's a big enough amount of such particle system nodes in the scene (in reproduction project it's between 128 and 256), Godot freezes, console showing errors:

```
ERROR: Only one draw/compute list can be active at the same time.
   at: compute_list_begin (drivers/vulkan/rendering_device_vulkan.cpp:7715)
ERROR: Only one draw/compute list can be active at the same time.
   at: compute_list_begin (drivers/vulkan/rendering_device_vulkan.cpp:7715)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_bind_compute_pipeline (drivers/vulkan/rendering_device_vulkan.cpp:7728)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_bind_compute_pipeline (drivers/vulkan/rendering_device_vulkan.cpp:7728)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7792)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7792)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7792)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7792)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_set_push_constant (drivers/vulkan/rendering_device_vulkan.cpp:7946)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_dispatch_threads (drivers/vulkan/rendering_device_vulkan.cpp:8026)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7792)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7792)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_set_push_constant (drivers/vulkan/rendering_device_vulkan.cpp:7946)
ERROR: Condition "p_list != ID_TYPE_COMPUTE_LIST" is true.
   at: compute_list_dispatch_threads (drivers/vulkan/rendering_device_vulkan.cpp:8026)
ERROR: Condition "!compute_list" is true.
   at: compute_list_end (drivers/vulkan/rendering_device_vulkan.cpp:8117)
```


Could be related to [#63315](https://github.com/godotengine/godot/issues/63315) as I'm also using Linux on an integrated Intel GPU.


### Steps to reproduce

1. Make any working particle system
2. Check "View Depth" flag in draw order OR "Z-Billboard" flag in transform align
3. Switch to scene with the particle system from any other scene to get "Uniforms were never supplied" error message
4. Duplicate particled systems (whether instances or local) until there is ~128-256 of them to get the freeze

### Minimal reproduction project

[testdebug.zip](https://github.com/godotengine/godot/files/10305085/testdebug.zip)

case DATA_FORMAT_R8G8_USCALED:
		case DATA_FORMAT_R8G8_SSCALED:
		case DATA_FORMAT_R8G8_UINT:
		case DATA_FORMAT_R8G8_SINT:
		case DATA_FORMAT_R8G8_SRGB:
			return 2;
		case DATA_FORMAT_R8G8B8_UNORM:
		case DATA_FORMAT_R8G8B8_SNORM:
		case DATA_FORMAT_R8G8B8_USCALED:
		case DATA_FORMAT_R8G8B8_SSCALED:
		case DATA_FORMAT_R8G8B8_UINT:
		case DATA_FORMAT_R8G8B8_SINT:
		case DATA_FORMAT_R8G8B8_SRGB:
		case DATA_FORMAT_B8G8R8_UNORM:
		case DATA_FORMAT_B8G8R8_SNORM:
		case DATA_FORMAT_B8G8R8_USCALED:
		case DATA_FORMAT_B8G8R8_SSCALED:
		case DATA_FORMAT_B8G8R8_UINT:
		case DATA_FORMAT_B8G8R8_SINT:
		case DATA_FORMAT_B8G8R8_SRGB:
			return 3;
		case DATA_FORMAT_R8G8B8A8_UNORM:
		case DATA_FORMAT_R8G8B8A8_SNORM:
		case DATA_FORMAT_R8G8B8A8_USCALED:
		case DATA_FORMAT_R8G8B8A8_SSCALED:
		case DATA_FORMAT_R8G8B8A8_UINT:
		case DATA_FORMAT_R8G8B8A8_SINT:
		case DATA_FORMAT_R8G8B8A8_SRGB:
		case DATA_FORMAT_B8G8R8A8_UNORM:
		case DATA_FORMAT_B8G8R8A8_SNORM: