### 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)

Particles *particles = particles_owner.get_or_null(p_particles);
		ERR_FAIL_COND_V(!particles, false);
		return particles->use_local_coords;
	}
	_FORCE_INLINE_ RID particles_get_instance_buffer_uniform_set(RID p_particles, RID p_shader, uint32_t p_set) {
		Particles *particles = particles_owner.get_or_null(p_particles);
		ERR_FAIL_COND_V(!particles, RID());
		if (particles->particles_transforms_buffer_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(particles->particles_transforms_buffer_uniform_set)) {
			_particles_update_buffers(particles);
			update_particles();
			Vector<RD::Uniform> uniforms;
			{
				RD::Uniform u;
				u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
				u.binding = 0;
				u.append_id(particles->particle_instance_buffer);
				uniforms.push_back(u);
			}
			particles->particles_transforms_buffer_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
		}
		return particles->particles_transforms_buffer_uniform_set;
	}
	virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance) override;
	virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance) override;
	void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture);
	virtual void update_particles() override;
	Dependency *particles_get_dependency(RID p_particles) const;
	
	bool owns_particles_collision(RID p_rid) { return particles_collision_owner.owns(p_rid); }