### 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
if (tk.type == TK_BRACKET_OPEN) {
						Error error = _parse_array_size(nullptr, constants, true, nullptr, &varying.array_size, nullptr);
						if (error != OK) {
							return error;
						}
						tk = _get_token();
					}
					shader->varyings[name] = varying;
#ifdef DEBUG_ENABLED
					if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_VARYING_FLAG)) {
						used_varyings.insert(name, Usage(tk_line));
					}
#endif 
				}
			} break;
			case TK_UNIFORM_GROUP: {
				tk = _get_token();
				if (tk.type == TK_IDENTIFIER) {
					current_uniform_group_name = tk.text;
					tk = _get_token();
					if (tk.type == TK_PERIOD) {
						tk = _get_token();
						if (tk.type == TK_IDENTIFIER) {
							current_uniform_subgroup_name = tk.text;
							tk = _get_token();
							if (tk.type != TK_SEMICOLON) {
								_set_expected_error(";");
								return ERR_PARSE_ERROR;
							}
						} else {