### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Debian 11 | Vulkan API 1.2.175 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1080 | nvidia-driver 470.182.03-1 from Debian 11 | Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz

### Issue description

Re-opening a scene in the editor that contains a `TextureRect` with a `ViewportTexture` and is `preload`ed in an unopened script produces the following error repeatedly and rapidly (about 200 times per second) until either the scene is closed or the script is also opened.

>ERROR: Texture (binding: 0) should provide one ID referencing a texture (IDs provided: 0).
>   at: uniform_set_create (drivers/vulkan/rendering_device_vulkan.cpp:5501)
>ERROR: Condition "!uniform_set" is true.
>   at: draw_list_bind_uniform_set (drivers/vulkan/rendering_device_vulkan.cpp:7191)
>ERROR: Uniforms were never supplied for set (3) at the time of drawing, which are required by the pipeline
>   at: draw_list_draw (drivers/vulkan/rendering_device_vulkan.cpp:7346)

### Steps to reproduce

1. Open the attached reproduction project
2. Open demo.tscn
3. Close demo.tscn
4. Open demo.tscn again

Do **not** open other.gd beforehand. Doing so will stop the problem from occurring.

### Minimal reproduction project

[reproduce_uniform_not_set.zip](https://github.com/godotengine/godot/files/11681977/reproduce_uniform_not_set.zip)

ERR_READ_THREAD_GUARD_V(SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED);
	ERR_FAIL_INDEX_V(p_quadrant, 4, SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED);
	return positional_shadow_atlas_quadrant_subdiv[p_quadrant];
}
Ref<InputEvent> Viewport::_make_input_local(const Ref<InputEvent> &ev) {
	if (ev.is_null()) {
		return ev; 
	}
	Transform2D ai = get_final_transform().affine_inverse();
	return ev->xformed_by(ai);
}
Vector2 Viewport::get_mouse_position() const {
	ERR_READ_THREAD_GUARD_V(Vector2());
	if (!is_directly_attached_to_screen()) {
		
		
		return gui.last_mouse_pos;
	} else if (DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_MOUSE)) {
		Transform2D xform = get_screen_transform_internal(true);
		if (xform.determinant() == 0) {
			
			return Vector2();
		}
		return xform.affine_inverse().xform(DisplayServer::get_singleton()->mouse_get_position());
	} else {
		
		return get_screen_transform_internal().affine_inverse().xform(Input::get_singleton()->get_mouse_position());
	}
}
void Viewport::warp_mouse(const Vector2 &p_position) {