### 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)

}
	p_render_data->voxel_gi_count = 0;
	if (rb.is_valid()) {
		if (rb->has_custom_data(RB_SCOPE_SDFGI)) {
			Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
			if (sdfgi.is_valid()) {
				sdfgi->update_cascades();
				sdfgi->pre_process_gi(p_render_data->scene_data->cam_transform, p_render_data);
				sdfgi->update_light();
			}
		}
		gi.setup_voxel_gi_instances(p_render_data, p_render_data->render_buffers, p_render_data->scene_data->cam_transform, *p_render_data->voxel_gi_instances, p_render_data->voxel_gi_count);
	}
	if (current_cluster_builder != nullptr) {
		p_render_data->cluster_buffer = current_cluster_builder->get_cluster_buffer();
		p_render_data->cluster_size = current_cluster_builder->get_cluster_size();
		p_render_data->cluster_max_elements = current_cluster_builder->get_max_cluster_elements();
	}
	_update_vrs(rb);
	RENDER_TIMESTAMP("Setup 3D Scene");
	
	if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) {
		p_render_data->scene_data->calculate_motion_vectors = true;
	} else if (rb.is_valid() && rb->get_use_taa()) {
		p_render_data->scene_data->calculate_motion_vectors = true;
	} else {
		p_render_data->scene_data->calculate_motion_vectors = false;
	}
	
	p_render_data->scene_data->directional_light_count = 0;