### 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)

Vector<RID> textures;
	int color_buffer_id = 0;
	textures.push_back(use_msaa ? get_color_msaa() : render_buffers->get_internal_texture()); 
	textures.push_back(use_msaa ? get_depth_msaa() : render_buffers->get_depth_texture()); 
	if (vrs_texture.is_valid()) {
		textures.push_back(vrs_texture); 
	}
	if (use_msaa) {
		color_buffer_id = textures.size();
		textures.push_back(render_buffers->get_internal_texture()); 
		
	}
	
	Vector<RD::FramebufferPass> passes;
	
	RD::FramebufferPass pass;
	pass.color_attachments.push_back(0);
	pass.depth_attachment = 1;
	if (vrs_texture.is_valid()) {
		pass.vrs_attachment = 2;
	}
	switch (p_config_type) {
		case FB_CONFIG_ONE_PASS: {
			
			if (use_msaa) {
				
				pass.resolve_attachments.push_back(color_buffer_id);
			}
			passes.push_back(pass);
			return FramebufferCacheRD::get_singleton()->get_cache_multipass(textures, passes, view_count);