### Godot version

v4.0.beta.custom_build [291add339]

### System information

Windows 10, Forward+, NVIDIA GeForce GTX 1050 Ti (31.0.15.1694)

### Issue description

I was testing if #69669 was solved by #70418, which it seemed to be. However, I got a wall of errors at the same time.

In the minimal reproduction project below in this Issue, I get errors when instantiating many of the same `GPUParticle2D` scene. In my earlier Godot 4 build (v4.0.beta.custom_build [2a04b18d3]) I did not get any errors (but got the occasional artifact as was my original issue in #69669).

I suspect the PR #70418 solved the artifact, but possibly introduced new bugs. However, I have not specifically built Godot with, and without the PR in question.

I believe this is the start and end of the errors - after which they repeat.
![wall_of_errors](https://user-images.githubusercontent.com/10490534/209046500-9813150c-d6e4-4a11-8e62-79d370d07009.png)

### Steps to reproduce

- Create a GPUParticle2D scene
- Instantiate the scene several times
- Observe the debugger get flooded with errors

### Minimal reproduction project

This project only instantiates default GPUParticle2D scenes with a default particle material.
[GPU_Particle_Creation_Bug.zip](https://github.com/godotengine/godot/files/10283416/GPU_Particle_Creation_Bug.zip)

struct ParticlesCollision {
		RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT;
		uint32_t cull_mask = 0xFFFFFFFF;
		float radius = 1.0;
		Vector3 extents = Vector3(1, 1, 1);
		float attractor_strength = 1.0;
		float attractor_attenuation = 1.0;
		float attractor_directionality = 0.0;
		RID field_texture;
		RID heightfield_texture;
		RID heightfield_fb;
		Size2i heightfield_fb_size;
		RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024;
		Dependency dependency;
	};
	struct ParticlesCollisionInstance {
		RID collision;
		Transform3D transform;
		bool active = false;
	};
	mutable RID_Owner<ParticlesCollision, true> particles_collision_owner;
	mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner;
public:
	static ParticlesStorage *get_singleton();
	ParticlesStorage();
	virtual ~ParticlesStorage();
	bool free(RID p_rid);
	
	bool owns_particles(RID p_rid) { return particles_owner.owns(p_rid); }