### 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)

passes.push_back(pass);
			
			passes.push_back(pass);
			
			if (use_msaa) {
				
				pass.resolve_attachments.push_back(color_buffer_id);
			}
			passes.push_back(pass);
			
			RID render_target = render_buffers->get_render_target();
			ERR_FAIL_COND_V(render_target.is_null(), RID());
			RID target_buffer = texture_storage->render_target_get_rd_texture(render_target);
			ERR_FAIL_COND_V(target_buffer.is_null(), RID());
			int target_buffer_id = textures.size();
			textures.push_back(target_buffer); 
			RD::FramebufferPass blit_pass;
			blit_pass.input_attachments.push_back(color_buffer_id); 
			blit_pass.color_attachments.push_back(target_buffer_id); 
			
			passes.push_back(blit_pass);
			return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count);
		} break;
		default:
			break;
	};
	return RID();
}
RID RenderForwardMobile::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {