### 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)

if (p_render_buffers.is_valid() && current_cluster_builder != nullptr) {
		RS::ViewportDebugDraw dd = get_debug_draw_mode();
		if (dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES) {
			ClusterBuilderRD::ElementType elem_type = ClusterBuilderRD::ELEMENT_TYPE_MAX;
			switch (dd) {
				case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
					elem_type = ClusterBuilderRD::ELEMENT_TYPE_OMNI_LIGHT;
					break;
				case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
					elem_type = ClusterBuilderRD::ELEMENT_TYPE_SPOT_LIGHT;
					break;
				case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
					elem_type = ClusterBuilderRD::ELEMENT_TYPE_DECAL;
					break;
				case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
					elem_type = ClusterBuilderRD::ELEMENT_TYPE_REFLECTION_PROBE;
					break;
				default: {
				}
			}
			current_cluster_builder->debug(elem_type);
		}
	}
}
void RenderForwardClustered::_update_volumetric_fog(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) {