### 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
identifier = StringName();
	TkPos pos = { 0, 0 };
	Token tk = _get_token();
	if (tk.type == TK_IDENTIFIER) {
		identifier = tk.text;
		pos = _get_tkpos();
		tk = _get_token();
	}
	if (tk.type == TK_CURSOR) {
		completion_type = p_type;
		completion_line = tk_line;
		completion_block = p_block;
		pos = _get_tkpos();
		tk = _get_token();
		if (tk.type == TK_IDENTIFIER) {
			identifier = identifier.operator String() + tk.text.operator String();
		} else {
			_set_tkpos(pos);
		}
		return true;
	} else if (identifier != StringName()) {
		_set_tkpos(pos);
	}
	return false;
}
bool ShaderLanguage::_is_operator_assign(Operator p_op) const {