### Godot version

4.1.dev3.official [a67d37f]

### System information

Windows 11 [Vulkan]

### Issue description

The work performed in #77154 drastically changed the visual characteristics of particle turbulence.  I am no longer able to get the same "turbulent" behaviour that existed before these changes - no matter which turbulence settings I change.  Please let me know if there's something I'm missing about the new implementation that would give this result.

![image](https://github.com/godotengine/godot/assets/8756569/05a338a3-140b-4353-ae11-62ec9714b3d1)


### Steps to reproduce

To reproduce this is fairly simple:

1. Create a GPUParticles2D Node
2. Emit a significant number of particles (I'm emitting 50,000)
3. Set Initial Velocity [Max] to around 250, and Direction Spread to 180.  Enable turbulence
4. Set the turbulence_influence_min property to 0.1 (default) and turbulence_influence_max to 1
5. Observe how the turbulence appears in v4.1.dev3.official with the changes in #77154 versus the previous build without these changes.  The new implementation just results in some minor particle "jitter", but not the actual turbulence that it's supposed to have.


### Minimal reproduction project

No sample project provided, as the reproduction is quite simple to replicate.
set_sub_emitter_frequency(4);
	set_sub_emitter_amount_at_end(1);
	set_sub_emitter_amount_at_collision(1);
	set_sub_emitter_keep_velocity(false);
	set_attractor_interaction_enabled(true);
	set_collision_mode(COLLISION_DISABLED);
	set_collision_bounce(0.0);
	set_collision_friction(0.0);
	set_collision_use_scale(false);
	for (int i = 0; i < PARTICLE_FLAG_MAX; i++) {
		particle_flags[i] = false;
	}
	set_color(Color(1, 1, 1, 1));
	current_key.invalid_key = 1;
	_mark_initialized(callable_mp(this, &ParticleProcessMaterial::_queue_shader_change));
}
ParticleProcessMaterial::~ParticleProcessMaterial() {
	ERR_FAIL_NULL(RenderingServer::get_singleton());
	MutexLock lock(material_mutex);
	if (shader_map.has(current_key)) {
		shader_map[current_key].users--;
		if (shader_map[current_key].users == 0) {
			
			RS::get_singleton()->free(shader_map[current_key].shader);
			shader_map.erase(current_key);
		}
		RS::get_singleton()->material_set_shader(_get_material(), RID());
	}
}