### 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
DrawList *dl = _get_draw_list_ptr(p_list);
	ERR_FAIL_COND(!dl);
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND_MSG(!dl->validation.active, "Submitted Draw Lists can no longer be modified.");
#endif
#ifdef DEBUG_ENABLED
	ERR_FAIL_COND_MSG(!dl->validation.pipeline_active,
			"No render pipeline was set before attempting to draw.");
	if (dl->validation.pipeline_vertex_format != INVALID_ID) {
		
		ERR_FAIL_COND_MSG(dl->validation.vertex_format == INVALID_ID,
				"No vertex array was bound, and render pipeline expects vertices.");
		
		ERR_FAIL_COND_MSG(dl->validation.pipeline_vertex_format != dl->validation.vertex_format,
				"The vertex format used to create the pipeline does not match the vertex format bound.");
		
		ERR_FAIL_COND_MSG(p_instances > dl->validation.vertex_max_instances_allowed,
				"Number of instances requested (" + itos(p_instances) + " is larger than the maximum number supported by the bound vertex array (" + itos(dl->validation.vertex_max_instances_allowed) + ").");
	}
	if (dl->validation.pipeline_push_constant_size > 0) {
		
		ERR_FAIL_COND_MSG(!dl->validation.pipeline_push_constant_supplied,
				"The shader in this pipeline requires a push constant to be set before drawing, but it's not present.");
	}
#endif
	
	for (uint32_t i = 0; i < dl->state.set_count; i++) {
		if (dl->state.sets[i].pipeline_expected_format == 0) {
			continue; 
		}