### Godot version

4.0.beta12.official

### System information

macOS 12.3.1 (21E258), Metal GPUFamily Apple 7, Vulkan

### Issue description

I expected particles emitted by a `GPUParticles2D` with `Drawing > Local Coords` set to `not On` to move independently of the rotation of the parent node of the `GPUParticles2D`.

However, this does not appear to be the case and the particles appear to rotate together with the parent node of the emitting `GPUParticles2D`.

https://user-images.githubusercontent.com/3022/212566997-b972cf05-3a74-4eb2-a5bc-d4d4e7c5b14a.mp4

### Steps to reproduce

1. Open the attached project.
2. Check that `Drawing > Local Coords` is set to `Off` on the `GPUParticles2D`.
3. Run the main scene.
4. The particles should not rotate with the parent node. (But they do)

### Minimal reproduction project

[GPUParticle2DRotationalJitter.zip](https://github.com/godotengine/godot/files/10421202/GPUParticle2DRotationalJitter.zip)

const Particles *particles = particles_owner.get_or_null(p_particles);
	ERR_FAIL_COND_V(!particles, AABB());
	return particles->custom_aabb;
}
void ParticlesStorage::particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) {
	Particles *particles = particles_owner.get_or_null(p_particles);
	ERR_FAIL_COND(!particles);
	particles->emission_transform = p_transform;
}
int ParticlesStorage::particles_get_draw_passes(RID p_particles) const {
	const Particles *particles = particles_owner.get_or_null(p_particles);
	ERR_FAIL_COND_V(!particles, 0);
	return particles->draw_passes.size();
}
RID ParticlesStorage::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
	const Particles *particles = particles_owner.get_or_null(p_particles);
	ERR_FAIL_COND_V(!particles, RID());
	ERR_FAIL_INDEX_V(p_pass, particles->draw_passes.size(), RID());
	return particles->draw_passes[p_pass];
}
void ParticlesStorage::particles_add_collision(RID p_particles, RID p_particles_collision_instance) {