### 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
} else if (tk.type == TK_PERIOD) {
#ifdef DEBUG_ENABLED
				uint32_t prev_keyword_completion_context = keyword_completion_context;
				keyword_completion_context = CF_UNSPECIFIED;
#endif
				DataType dt = expr->get_datatype();
				String st = expr->get_datatype_name();
				if (!expr->is_indexed() && expr->get_array_size() > 0) {
					completion_class = TAG_ARRAY;
					if (p_block != nullptr) {
						p_block->block_tag = SubClassTag::TAG_ARRAY;
					}
					Node *call_expression = _parse_and_reduce_expression(p_block, p_function_info);
					if (p_block != nullptr) {
						p_block->block_tag = SubClassTag::TAG_GLOBAL;
					}
					if (!call_expression) {
						return nullptr;
					}
					expr = call_expression;
					break;
				}
				StringName identifier;
				if (_get_completable_identifier(p_block, dt == TYPE_STRUCT ? COMPLETION_STRUCT : COMPLETION_INDEX, identifier)) {
					if (dt == TYPE_STRUCT) {
						completion_struct = st;
					} else {
						completion_base = dt;
					}
				}