### 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)

RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
	RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
	Item *current_clip = nullptr;
	Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
	RID framebuffer;
	RID fb_uniform_set;
	bool clear = false;
	Vector<Color> clear_colors;
	if (p_to_backbuffer) {
		framebuffer = texture_storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target);
		fb_uniform_set = texture_storage->render_target_get_backbuffer_uniform_set(p_to_render_target);
	} else {
		framebuffer = texture_storage->render_target_get_rd_framebuffer(p_to_render_target);
		if (texture_storage->render_target_is_clear_requested(p_to_render_target)) {
			clear = true;
			clear_colors.push_back(texture_storage->render_target_get_clear_request_color(p_to_render_target));
			texture_storage->render_target_disable_clear_request(p_to_render_target);
		}
		
		fb_uniform_set = texture_storage->render_target_get_framebuffer_uniform_set(p_to_render_target);
	}
	if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {
		fb_uniform_set = _create_base_uniform_set(p_to_render_target, p_to_backbuffer);