### 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)

if (p_id < 0) {
		return nullptr;
	}
	if (!draw_list) {
		return nullptr;
	} else if (p_id == (int64_t(ID_TYPE_DRAW_LIST) << ID_BASE_SHIFT)) {
		if (draw_list_split) {
			return nullptr;
		}
		return draw_list;
	} else if (p_id >> DrawListID(ID_BASE_SHIFT) == ID_TYPE_SPLIT_DRAW_LIST) {
		if (!draw_list_split) {
			return nullptr;
		}
		uint64_t index = p_id & ((DrawListID(1) << DrawListID(ID_BASE_SHIFT)) - 1); 
		if (index >= draw_list_count) {
			return nullptr;
		}
		return &draw_list[index];
	} else {
		return nullptr;
	}
}
void RenderingDeviceVulkan::draw_list_set_blend_constants(DrawListID p_list, const Color &p_color) {