### Godot version

4.0.beta12.official

### System information

macOS 12.3.1 (21E258), Metal GPUFamily Apple 7, Vulkan

### Issue description

I expected particles emitted by a `GPUParticles2D` with `Drawing > Local Coords` set to `not On` to move independently of the rotation of the parent node of the `GPUParticles2D`.

However, this does not appear to be the case and the particles appear to rotate together with the parent node of the emitting `GPUParticles2D`.

https://user-images.githubusercontent.com/3022/212566997-b972cf05-3a74-4eb2-a5bc-d4d4e7c5b14a.mp4

### Steps to reproduce

1. Open the attached project.
2. Check that `Drawing > Local Coords` is set to `Off` on the `GPUParticles2D`.
3. Run the main scene.
4. The particles should not rotate with the parent node. (But they do)

### Minimal reproduction project

[GPUParticle2DRotationalJitter.zip](https://github.com/godotengine/godot/files/10421202/GPUParticle2DRotationalJitter.zip)

ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
	ERR_FAIL_COND_V(!particles_collision, AABB());
	switch (particles_collision->type) {
		case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT:
		case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
			AABB aabb;
			aabb.position = -Vector3(1, 1, 1) * particles_collision->radius;
			aabb.size = Vector3(2, 2, 2) * particles_collision->radius;
			return aabb;
		}
		default: {
			AABB aabb;
			aabb.position = -particles_collision->extents;
			aabb.size = particles_collision->extents * 2;
			return aabb;
		}
	}
}
Vector3 ParticlesStorage::particles_collision_get_extents(RID p_particles_collision) const {
	const ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
	ERR_FAIL_COND_V(!particles_collision, Vector3());
	return particles_collision->extents;
}
bool ParticlesStorage::particles_collision_is_heightfield(RID p_particles_collision) const {