### 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)

}
	RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
	RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, clear ? RD::INITIAL_ACTION_CLEAR : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, clear_colors);
	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, fb_uniform_set, BASE_UNIFORM_SET);
	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.default_transforms_uniform_set, TRANSFORMS_UNIFORM_SET);
	RID prev_material;
	PipelineVariants *pipeline_variants = &shader.pipeline_variants;
	for (int i = 0; i < p_item_count; i++) {
		Item *ci = items[i];
		if (current_clip != ci->final_clip_owner) {
			current_clip = ci->final_clip_owner;
			
			if (current_clip) {
				RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect);
			} else {
				RD::get_singleton()->draw_list_disable_scissor(draw_list);
			}
		}
		RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
		if (ci->canvas_group != nullptr) {
			if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
				if (!p_to_backbuffer) {
					material = default_clip_children_material;
				}
			} else {
				if (material.is_null()) {
					if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) {
						material = default_clip_children_material;
					} else {
						material = default_canvas_group_material;