### 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)

Size2i size = rb->get_internal_size();
			bool invalidate_uniform_set = false;
			if (rb_data->ss_effects_data.linear_depth.is_null()) {
				RD::TextureFormat tf;
				tf.format = RD::DATA_FORMAT_R16_SFLOAT;
				tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
				tf.width = (size.x + 1) / 2;
				tf.height = (size.y + 1) / 2;
				tf.mipmaps = 5;
				tf.array_layers = 4;
				tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
				rb_data->ss_effects_data.linear_depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
				RD::get_singleton()->set_resource_name(rb_data->ss_effects_data.linear_depth, "SS Effects Depth");
				for (uint32_t i = 0; i < tf.mipmaps; i++) {
					RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb_data->ss_effects_data.linear_depth, 0, i, 1, RD::TEXTURE_SLICE_2D_ARRAY);
					rb_data->ss_effects_data.linear_depth_slices.push_back(slice);
					RD::get_singleton()->set_resource_name(slice, "SS Effects Depth Mip " + itos(i) + " ");
				}
				invalidate_uniform_set = true;
			}
			RID depth_texture = rb->get_depth_texture();
			ss_effects->downsample_depth(depth_texture, rb_data->ss_effects_data.linear_depth_slices, invalidate_uniform_set, size, p_render_data->scene_data->cam_projection);
		}
		if (p_use_ssao) {
			
			_process_ssao(rb, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->scene_data->cam_projection);
		}
		if (p_use_ssil) {
			
			_process_ssil(rb, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform);