### 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)

}
		state.light_uniforms = memnew_arr(LightUniform, state.max_lights_per_render);
		Vector<String> variants;
		
		variants.push_back(""); 
		variants.push_back("#define USE_NINEPATCH\n"); 
		variants.push_back("#define USE_PRIMITIVE\n"); 
		variants.push_back("#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); 
		variants.push_back("#define USE_ATTRIBUTES\n"); 
		variants.push_back("#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); 
		
		variants.push_back("#define USE_LIGHTING\n"); 
		variants.push_back("#define USE_LIGHTING\n#define USE_NINEPATCH\n"); 
		variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n"); 
		variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); 
		variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n"); 
		variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); 
		shader.canvas_shader.initialize(variants, global_defines);
		shader.default_version = shader.canvas_shader.version_create();
		shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD);
		RD::PipelineColorBlendState blend_state;
		RD::PipelineColorBlendState::Attachment blend_attachment;
		blend_attachment.enable_blend = true;
		blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
		blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
		blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
		blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
		blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
		blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
		blend_state.attachments.push_back(blend_attachment);