### 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)

ERR_FAIL_NULL(ss_effects);
	ERR_FAIL_COND(p_render_buffers.is_null());
	ERR_FAIL_COND(p_environment.is_null());
	Ref<RenderBufferDataForwardClustered> rb_data = p_render_buffers->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED);
	ERR_FAIL_COND(rb_data.is_null());
	RENDER_TIMESTAMP("Process SSIL");
	RendererRD::SSEffects::SSILSettings settings;
	settings.radius = environment_get_ssil_radius(p_environment);
	settings.intensity = environment_get_ssil_intensity(p_environment);
	settings.sharpness = environment_get_ssil_sharpness(p_environment);
	settings.normal_rejection = environment_get_ssil_normal_rejection(p_environment);
	settings.full_screen_size = p_render_buffers->get_internal_size();
	Projection correction;
	correction.set_depth_correction(true);
	Projection projection = correction * p_projection;
	Transform3D transform = p_transform;
	transform.set_origin(Vector3(0.0, 0.0, 0.0));
	Projection last_frame_projection = rb_data->ss_effects_data.last_frame_projection * Projection(rb_data->ss_effects_data.last_frame_transform.affine_inverse()) * Projection(transform) * projection.inverse();
	ss_effects->ssil_allocate_buffers(rb_data->ss_effects_data.ssil, settings, rb_data->ss_effects_data.linear_depth);
	ss_effects->screen_space_indirect_lighting(rb_data->ss_effects_data.ssil, p_normal_buffer, p_projection, last_frame_projection, settings);
	rb_data->ss_effects_data.last_frame_projection = projection;
	rb_data->ss_effects_data.last_frame_transform = transform;
}
void RenderForwardClustered::_copy_framebuffer_to_ssil(Ref<RenderSceneBuffersRD> p_render_buffers) {