### 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)

RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
	scene_state.lightmaps_used = 0;
	for (int i = 0; i < (int)p_lightmaps.size(); i++) {
		if (i >= (int)scene_state.max_lightmaps) {
			break;
		}
		RID lightmap = light_storage->lightmap_instance_get_lightmap(p_lightmaps[i]);
		Basis to_lm = light_storage->lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis;
		to_lm = to_lm.inverse().transposed(); 
		RendererRD::MaterialStorage::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
		scene_state.lightmaps[i].exposure_normalization = 1.0;
		if (p_render_data->camera_attributes.is_valid()) {
			float baked_exposure = light_storage->lightmap_get_baked_exposure_normalization(lightmap);
			float enf = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
			scene_state.lightmaps[i].exposure_normalization = enf / baked_exposure;
		}
		scene_state.lightmap_ids[i] = p_lightmaps[i];
		scene_state.lightmap_has_sh[i] = light_storage->lightmap_uses_spherical_harmonics(lightmap);
		scene_state.lightmaps_used++;
	}
	if (scene_state.lightmaps_used > 0) {
		RD::get_singleton()->buffer_update(scene_state.lightmap_buffer, 0, sizeof(LightmapData) * scene_state.lightmaps_used, scene_state.lightmaps, RD::BARRIER_MASK_RASTER);
	}
}
void RenderForwardClustered::_update_sdfgi(RenderDataRD *p_render_data) {