### 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
CF_UNSPECIFIED = 0U,
	CF_BLOCK = 1U, 
	CF_FUNC_DECL_PARAM_SPEC = 2U, 
	CF_FUNC_DECL_PARAM_TYPE = 4U, 
	CF_IF_DECL = 8U, 
	CF_BOOLEAN = 16U, 
	CF_GLOBAL_SPACE = 32U, 
	CF_DATATYPE = 64U, 
	CF_UNIFORM_TYPE = 128U, 
	CF_VARYING_TYPE = 256U, 
	CF_PRECISION_MODIFIER = 512U, 
	CF_INTERPOLATION_QUALIFIER = 1024U, 
	CF_UNIFORM_KEYWORD = 2048U, 
	CF_CONST_KEYWORD = 4096U, 
	CF_UNIFORM_QUALIFIER = 8192U, 
	CF_SHADER_TYPE = 16384U, 
};
const uint32_t KCF_DATATYPE = CF_BLOCK | CF_GLOBAL_SPACE | CF_DATATYPE | CF_FUNC_DECL_PARAM_TYPE | CF_UNIFORM_TYPE;
const uint32_t KCF_SAMPLER_DATATYPE = CF_FUNC_DECL_PARAM_TYPE | CF_UNIFORM_TYPE;
const ShaderLanguage::KeyWord ShaderLanguage::keyword_list[] = {
	{ TK_TRUE, "true", CF_BLOCK | CF_IF_DECL | CF_BOOLEAN, {}, {} },
	{ TK_FALSE, "false", CF_BLOCK | CF_IF_DECL | CF_BOOLEAN, {}, {} },
	
	{ TK_TYPE_VOID, "void", CF_GLOBAL_SPACE, {}, {} },
	{ TK_TYPE_BOOL, "bool", KCF_DATATYPE, {}, {} },
	{ TK_TYPE_BVEC2, "bvec2", KCF_DATATYPE, {}, {} },
	{ TK_TYPE_BVEC3, "bvec3", KCF_DATATYPE, {}, {} },
	{ TK_TYPE_BVEC4, "bvec4", KCF_DATATYPE, {}, {} },
	{ TK_TYPE_INT, "int", KCF_DATATYPE, {}, {} },