### Godot version

4.0 beta 13

### System information

Windows 10

### Issue description

Looks like a regression of  #67498
Error fired :
```
ERROR: Uniforms supplied for set (3):
Set: 3 Binding: 0 Type: UniformBuffer Writable: N Length: 16
are not the same format as required by the pipeline shader. Pipeline shader requires the following bindings:
Set: 0 Binding: 1 Type: Sampler Writable: N Length: 12
Set: 0 Binding: 2 Type: Sampler Writable: N Length: 1
Set: 0 Binding: 3 Type: Sampler Writable: N Length: 1
Set: 0 Binding: 4 Type: Sampler Writable: N Length: 1
Set: 0 Binding: 5 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 6 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 7 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 8 Type: UniformBuffer Writable: N Length: 3712
Set: 0 Binding: 9 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 10 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 11 Type: Texture Writable: N Length: 1
Set: 0 Binding: 12 Type: Texture Writable: N Length: 1
Set: 0 Binding: 13 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 14 Type: StorageBuffer Writable: N Length: 0
Set: 0 Binding: 15 Type: UniformBuffer Writable: N Length: 496
Set: 1 Binding: 0 Type: UniformBuffer Writable: N Length: 5632
Set: 1 Binding: 1 Type: UniformBuffer Writable: N Length: 144
Set: 1 Binding: 2 Type: StorageBuffer Writable: N Length: 0
Set: 1 Binding: 3 Type: Texture Writable: N Length: 1
Set: 1 Binding: 4 Type: Texture Writable: N Length: 1
Set: 1 Binding: 5 Type: Texture Writable: N Length: 1
Set: 1 Binding: 6 Type: Texture Writable: N Length: 1
Set: 1 Binding: 7 Type: Texture Writable: N Length: 8
Set: 1 Binding: 8 Type: Texture Writable: N Length: 8
Set: 1 Binding: 9 Type: StorageBuffer Writable: N Length: 0
Set: 1 Binding: 10 Type: Texture Writable: N Length: 1
Set: 1 Binding: 11 Type: Texture Writable: N Length: 1
Set: 1 Binding: 12 Type: Texture Writable: N Length: 1
Set: 1 Binding: 13 Type: Texture Writable: N Length: 1
Set: 1 Binding: 14 Type: Texture Writable: N Length: 1
Set: 1 Binding: 15 Type: Texture Writable: N Length: 1
Set: 1 Binding: 16 Type: Texture Writable: N Length: 1
Set: 1 Binding: 17 Type: Texture Writable: N Length: 1
Set: 1 Binding: 18 Type: UniformBuffer Writable: N Length: 896
Set: 1 Binding: 19 Type: Texture Writable: N Length: 1
Set: 1 Binding: 20 Type: Texture Writable: N Length: 1
Set: 2 Binding: 0 Type: StorageBuffer Writable: N Length: 0
Set: 3 Binding: 2 Type: Texture Writable: N Length: 1
   at: (drivers/vulkan/rendering_device_vulkan.cpp:7347)
```



### Steps to reproduce

Create a shader with two `uniform sampler2D`, one with `hint_depth_texture`. Try to inverse the two sampler2D,

### Minimal reproduction project

Not needed
_set_error(vformat(RTR("Invalid argument type when calling stage function '%s', type expected is '%s'."), String(name), get_datatype_name(sf.arguments[i].type)));
				return false;
			}
		}
		if (r_ret_type) {
			*r_ret_type = sf.return_type;
		}
		if (r_ret_type_str) {
			*r_ret_type_str = "";
		}
		return true;
	}
	bool failed_builtin = false;
	bool unsupported_builtin = false;
	int builtin_idx = 0;
	if (argcount <= 4) {
		
		int idx = 0;
		while (builtin_func_defs[idx].name) {
			if (completion_class != builtin_func_defs[idx].tag) {
				idx++;
				continue;
			}
			if (name == builtin_func_defs[idx].name) {
				failed_builtin = true;
				bool fail = false;
				for (int i = 0; i < argcount; i++) {
					if (p_func->arguments[i + 1]->type == Node::TYPE_ARRAY) {
						const ArrayNode *anode = static_cast<const ArrayNode *>(p_func->arguments[i + 1]);
						if (anode->call_expression == nullptr && !anode->is_indexed()) {